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INDOOR GAMES 

AND 

SOCIALS F'OR BOYS 



G. CORNELIUS BAKER, B. H. 

I en's Christian Assc 
Bridgeport, Conn. 



Young Men's Christian Associaiton, 



Hssociation press 

New York : 124 East 28th Street 
London : 47 Paternoster Row, E.G. 

1912 






BOYS 



THERE are ever so many kinds of boys — 
RoUos and Tommys and Fauntleroys ; 
Boys that are crude and blunt and rough. 
And boys that are made of a finer stuff. 
Boys who try, in their bhindering way, 
A kindly, chivalrous thing to say. 
And only succeed in stammering out 
Some words whose meaning is left in doubt. 
Boys who are awkward, boys who are bold. 
Boys who will never do as they are told; 
Boys who are bashful and painfully shy. 
Who can't be at ease however they try. 
Boys who are dull and boys who are briqcht ; 
Boys who are always ready to fight ; 
Boys with ambition and boys without. 
Boys who whistle and boys who shout; 
Boys who wheedle and boys who tease. 
Boys who wear holes in their trouser-knees. 
And of them all, which is the best ? 
Away ahead of all the rest ? 
Tis not a matter we need discuss — 
He's just the boy who belongs to us ! 

Carolyn Wells, in Life. 



Copyright, 1912 

By the International Committee of Young Men's 
Christian Associations 



gCI.A3l2548 



DEDICATED TO THE BOYS 



CONTENTS 

Page 

Introduction v 

I Indoor Games 1 

1 Active Group Games .... 1 

2 Competitive Games 15 

(1) One Boy at a Time ... 15 

(2) Two Boys at a Time ... 19 

(3) Entire Group Divided . . 29 

3 Trick Games 51 

4 Joke Games ....... 60 

5 Stunts 69 

6 Games with Pencil and Paper . . 76 

7 Alert Group Games 107 

II Charades 120 

III Socials . 128 

IV Hints for Refreshments . . . . 176 
General Bibliography . . . . . 183 
Index of Indoor Games ..... 197 

Index of Charades 199 

Index of Socials . 200 



Introduction 



Man by nature is a social being. When God 
created man he found that it was not good for 
him to live alone, and so a woman was created 
to be his companion and helper. God has a social 
nature. We say, *' God is love," This being true, 
can we imagine God or any of His creatures with- 
out a social nature.^ The Son of Man came eat- 
ing and drinking. He attended receptions, ban- 
quets, weddings and dinner parties. He rejoiced 
with those that rejoiced, and wept with those that 
wept. He loved his neighbor as himself. There- 
fore the social nature of Christ's life had a per- 
fect development. 

The word '* social '' comes from the Latin word 
socius, a companion. It is defined as *' having a 
disposition to live in companies, in friendly rela- 
tions or intercourse with one's fellows " {Century 
Dictionary). '' The unit in the human race is the 
socius," says Edwin See, '' and society is a group 
of socii, holding relations with one another." 

The greatest thing the Aryan race has given 
to the world is the organization and establishing of 
the home — the greatest of all social centers. 
Even here, the boy was neglected for centuries, 
little thought being given to his social and physical 
development. If he showed any desire for play 



vi INTRODUCTION 

or recreation, he was considered a worthless boy^ 
wasting his time foolishly. The main desire of 
parents appeared to be to have their sons grow 
up to be men as soon as possible^ so that they 
might earn their own living. Is it any wonder 
that the boys ran away from home and got into 
all kinds of mischief behind the father's back? 

The boy is a complete unit or institution in him- 
self^ without anything being omitted. He has all 
the traits and characteristics of our ancient primi- 
tive ancestors^ as well as those of our own period. 
He has every kind of instinct and germ that has 
been known to start anything. Scientists tell us 
that the boy reproduces^ in his development^ all 
the various stages through which the race has 
lived. 

The schools have tried to cram a little knowledge 
into his head^ the churches have tried to make him 
pious^ and recently physical culture has been added^ 
but the social side of his life has not been given 
much attention. The social element in a boy's life 
cannot he neglected. It is closely entwined with 
every other part. The need for social intercourse 
is a demand of the boy's higher nature. He craves 
companionship^ and if this desire be not satisfied 
in a wholesome place^ he seeks elsewhere. His 
social environment is a great factor in molding his 
character. 

The social instinct of the boy is just being 
recognized as the great factor it is. The Young 
Men's Christian Association^ which was born of 
an effort to meet the average young man's unsup- 



INTRODUCTION vii 

plied social needs^ continually seeks new ways of 
supplying those needs. It is now recognized that 
the old analysis of the boy-nature is incomplete; 
the social element must be added to the physical^ 
mental and spiritual elements. Indeed^ it may be 
said to dominate the others. 

Along with this recognition^ the natural group- 
ing of boys has been discovered. We observe that 
boys instinctively form gangs, athletic teams, clubs 
and fraternities. By utilizing this tendency we 
are enabled to suit the forms of play to groups 
of boys of similar temperament. The recognition 
of the boy's social nature is of great assistance in 
all our endeavors to mold his character. I believe 
this is one of our greatest opportunities as workers 
among boys, and we should give less attention to 
the larger groups and concentrate our efforts upon 
the smaller. 

This is an age when the boy is being recognized 
as the man of the future, and Theodore Roosevelt 
put the truth aptly when he said that if you are 
going to do anything permanent for the man, you 
will have to start when he is a boy. Boys' clubs 
are being organized in nearly every city; the Asso- 
ciations are erecting separate buildings for their 
exclusive use; Boy Scouts are seen along every 
highway, summer camps are numerous, and Sun- 
day-schools are laying special stress upon boys' 
classes, organizing them upon the basis of all- 
round development. 

To the leaders and teachers of these movements 
and organizations, this volume should be of especial 



viii INTRODUCTION 

value, in the planning of socials and in the enter- 
taining of the small group in the home, club, so- 
ciety, and church. I have felt the need, many 
times, for an adequate collection of games and 
socials for the smaller groups of boys, and it was 
this that prompted me to prepare such a work. 
The material was first prepared for a thesis at the 
Association Training School of Springfield, Mass., 
and it has been thoroughly revised for publication. 

In compiling and arranging the games, I have, 
as far as possible, selected those that would appeal 
to boys and have at the same time a cultural value. 
I firmly believe every social gathering should be 
planned with a definite object in view, and as far 
as possible there should be an element of education 
and culture in it. The play method gives a grip 
upon the boys that cannot be obtained in any 
other way. I have gathered these games from 
many sources. In some cases the phraseology has 
been altered to suit the purpose of this volume. 

I wish to acknowledge the valuable suggestions 
and criticisms offered by Professors H. M. Burr and 
J. T. Bowne of the Springfield School; the many 
games and socials contributed by Adelaide Gordon; 
the aid of various workers among boys ; and the 
use of games from the following publications : 
Games for Everybody — Dodge Publishing Co. ; 
New Games and Sports — George Phillips and 
Sons ; Games for Playground, Home, School and 
Gymnasium — Macmillan Co. ; What Shall We 
Do Now? — F. A. Stokes Company; Sports and 
Pastimes of American Boys — George Routledge 



INTRODUCTION ix 

and Sons ; Indoor and Outdoor Gym Games — 
American Sports Publishing Company; Entertain- 
ments for All Seasons — S. H. Moore & Co. 
Reprinted and enlarged in Entertainments for 
Every Occasion — Hinds^ Noble and Eldredge ; 
Evening Entertainments — William Frost; Parlor 
Games — Penn Publishing Company ; Education 
by Plays and Games — G. E. Johnson; The Com- 
plete Hostess — The Appleton Company; Every 
Girl's Book — L. Lawford; One Hundred Bright 
Ideas — A. J. Watt ; Home Games and Parties 

— Doubleday^ Page & Company ; One Hundred 
and Fifty Gymnastic Games — G. H. Ellis &; 
Company; American Home Book of Indoor 
Games — Lothrop^ Lee and Shepard; Sports and 
Pastimes of the English People — Charles Scrib- 
ner's Sons; The Game Book for Boys and Girls 

— E. P. Dutton; Games for Family Parties and 
Children — F. Warne & Co. ; Social Evenings^ 
and Social to Save — United Society of Chris- 
tian Endeavor; Association Boys. 



INDOOR GAMES AND 
SOCIALS FOR BOYS 

I. INDOOR GAMES 

1. Active Group Games 

BAG AND STICK 

A fair-sized paper bag is filled with candy and 
hung from a string in the middle of the room. A 
player is then blindfolded^ turned round three times^ 
given a sticky and told he may have one^ two or 
three shots at the bag. If he misses^, another one 
tries, and so on; but if he hits it, the bag breaks, 
the candy covers the floor, and the party scramble 
for it. [10] 

BLIND MAN'S WAND 

The boy who is blindfolded is placed in the 
middle of the room, and a wand, light cane, or 
similar implement, is given him. The boys form 
a circle, hand-in-hand, and dance around him, sing- 
ing any popular chorus. When the chorus is fin- 
ished all stand still. Then the blinded boy holds 
out his wand at hazard, the boy to whom it is 
pointed being obliged to take hold of it by the end 
presented to him. The blinded boy utters three 
cries, or sounds, which tlic holder of the wand is 

1 




pq 
W 



u 



ACTIVE GROUP GAMES 3 

obliged to imitate. If the latter fails to disguise 
his voice, so that he is detected, the blinded player 
calls out his name and changes places with him. 

[26] 
CATERPILLAR 

A circle of chairs is made, and all the players 
but one sit down. This player stands m the mid- 
dle, and his chair is left empty. The game con- 
sists in his efforts to sit down in the empty chair^ 
while the others are trying to stop him by con- 
tinually moving around, so that the empty chair 
may this moment be on one side of the ring and 
the next on the other. [1^] 

CHASE THE RABBIT 

All the boys kneel on the floor in a ring, the 
hands of each resting on his neighbor's shoulders. 
One is chosen to be the *' rabbit " and runs around 
outside the ring, touching one of the players, who 
is to chase him to his " hole." The minute the 
player is touched he must run to the left, while the 
rabbit goes to the right; he must tag the rabbit 
when they pass each other and try to get back to 
the ** hole '' again. If he fails, he becomes the 
*' rabbit " and the game goes on as before. [1] 

CUSHION DANCE 

In the middle of the floor, in the most unstable 
position, is placed a hassock, round which the 



4 INDOOR GAMES 

players form a ring, composed of two semi-circles 
— the two sides — with ends j oined. The adver- 
saries, facing each other, hand in hand, begin by 
dancing round the hassock a few times; then sud- 
denly one side tries to pull the other forward, so 
as to force one of their number to touch the has- 
sock and to upset it. At last, in spite of the 
utmost dexterity, down goes the hassock or cushion, 
whichever it may be. 

The side scoring the greatest number of points 
on the other wins. 

FROG IN THE MIDDLE 

A player selected by lot sits on the carpet, while 
the others form a circle round him, taking him 
unawares every time he turns his back, pulling 
his clothing and hair, punching him, buffeting him. 
When he succeeds in catching one of them, the 
captive must change places with him. As the 
players dance and caper round the frog, they cry, 
** Frog in the middle, catch him who can.'' [19] 

HIT OR MISS 

Three players for this game. Arrange about six 
groups of three's if the crowd is large. The mid- 
dle man in each group spreads his legs apart, till 
his feet touch those of the other two. Each out- 
sider holds his left hand, with palm out, up to his 
face; his right hand is behind him. 



ACTIVE GROUP GAMES 5 

The middle boy makes any kind of noise^ shout- 
ing at each outsider alternately. He strikes one 
of the upheld palms and then moves away quickly. 




HIT OR MISS 

The one who is hit tries to hit the middle man 
with his left hand before he ducks away. If he 
fails to do so^ he takes his place in the middle. 

— James Summers, 

HOT HAND OR HOT COCKLES 

One player stoops over and covers his eyes with 
his hands. The rest of the group gather around 
and one hits him a slap with open hand. The ob- 
ject of the game is for the boy who is down to 
guess wlio struck him. If he guesses rights that 
boy takes his place. 



INDOOR GAMES 




HOT HAND 



" At Hot Hand once I did stoop down, 
And felt the weighty hand of many a clown; 
My roommate gave a gentle tap, and I 
Quick rose and read the mischief in his eye." 



HUNTSMAN 

This game is one of the liveliest w^inter evening's 
pastimes that can be imagined. It may be played 
by any number of persons above four. One of the 
players is styled the *' Huntsman " and the others 
must be called after different parts of the dress or 
accoutrements of the sportsman. Thus^ the coat^ 
hat, shot, shot-belt, powder, dog, gun, and every- 
thing belonging to a huntsman, has its representa- 
tive. As many chairs as there are players, not 
counting the huntsman, should now be arranged 



ACTIVE GROUP GAMES 7 

in two rows, back to back, and all players must 
seat themselves. The huntsman walks round the 
sitters, calling out the assumed names of one of 
them — for instance, " Gun/' That player im- 
mediately gets up, and takes hold of the coat-skirts 
of the huntsman, who continues his walk, and calls 
out the others one by one. Each must take hold of 
the skirt of the player before him, and when they 
are all summoned, the huntsman sets oif running 
round the chairs as fast as he can, the other players 
holding on and running after him. When he has 
run round two or three times, he shouts, ** Bang," 
and immediately sits down on one of the chairs, 
leaving his followers to scramble to the other seats 
as best they can. Of course one will be left stand- 
ing, there being one chair less than the number of 
players; the player so left must pay a forfeit. 
The huntsman is not changed throughout the game 
unless he gets tired of his post. [19] 

JACOB AND RACHEL 

All the boys but two form a circle with hands 
clasped. The two odd players being placed in 
the center, one of them, Jacob, is blindfolded. 
Rachel runs around on tiptoe, now and then calling 
to Jacob and darting off noiselessly. The object 
of the game is for Jacob to catch the other player 
by the sound of his voice. When Rachel is caught, 
Jacob returns to the ring, Rachel is blindfolded, 
and another Jacob is chosen. 



8 INDOOR GAMES 

JAPANESE TAG 

The one who has been tagged must place his 
right hand on the spot where he has been touched^ 
whether it is on his arm^ his chesty his back^ or 
his ankle^ and in the position that results he must 
chase the other players until he has tagged one 
of them. [5] 

MUSICAL CHAIRS 

This game must be played in a room where there 
is a piano. Arrange some chairs^ back to back^ 
in the center of the room^ allowing one chair less 
than the number of boys. Some one begins to 
play a tune^ and at once the boys start to walk 
or run around the chairs^ to the sound of the 
music. 

When the music stops^ each boy must try to find 
a seat^ and as there is one chair shorty some one 
fails to do so^ and is called '* out.'' When the 
others rise^ he carries a chair away with him^ and 
the game goes on again until there is only one 
player left in, with no chair to sit upon. This 
boy has won the game. [2] 

SCULPTOR 

One of the players is called the sculptor. While 
he is looking at the others^ they dare not move and 
are to remain in a fixed position like a statue. 
The sculptor turns his head and counts up to 



ACTIVE GROUP GAMES 9 

seven. During the count the players may move; 
but when the sculptor turns around, if any one is 
moving he is sent back to the starting point, which 
is at one end of the room. The object is to get 
to the other end without being caught by the 
sculptor. — Van Velsor, 

SPORTSMAN 

The players assume names of various sorts of 
game — quail, bear, deer, fox, etc., one being left 
to represent the sportsman. All are seated in a 
circle, to hear the sportsman tell the story of his 
hunt. When he describes the killing of a certain 
animal, that player gets up and seats himself on 
the floor at the sportsman's feet. This continues 
until all are out of the chairs and then the sports- 
man says, '' To your den." Every boy tries to 
get a chair. The one who fails is the sportsman; 
he tells another story. 



STAGE COACH 

Each boy chooses the name of some article con- 
nected with a stage coach; wheels, horses, whip, 
bridle, etc., may be chosen. These the leader jots 
down on a piece of paper and then begins to tell 
a thrilling story. *' The stage coach left the old 
Stag Inn, amidst the thundering of the horses' 
hoofs and the cracking of the driver's whip," Some 
boys will probably have chosen to be the horses. 



10 INDOOR GAMES 

another the whip, and as their names are mentioned 
they must rise, twirl round and sit down again. 
The narrator continues, '* For some miles all went 
well^ then a bridle gave way and the driver put 
down the reins, jumped from his seat and ran to 
the horses' heads. It was found necessary to take 
the horses — " etc. As each boy's name is men- 
tioned he must rise and twirl round; but when the 
stage coach is mentioned every one must rise and 
change seats, when the narrator, who has been 
standing, tries to secure one. If he succeeds, the 
boy left out becomes narrator. The great point is 
for the narrator to tell such a thrilling story that 
the boys forget to acknowledge the mention of 
their names^ upon which failure they must pay a 
forfeit. [2] 

STILL POND! NO MORE MOVING! 

One player, who is blindfolded, is placed in the 
middle and all the other players touch him. He 
counts out loud, as rapidly as possible, up to ten, 
during which time the players rush as far away 
from him as they can get. As soon as he reaches 
ten he cries out, '* Still Pond! no more moving! '* 
and the players must stand perfectly still. 

He then says, '' You may have three steps,*' or 
any number beyond three which he wishes to give. 
The players save these steps until he comes dan- 
gerously near them and then use them to the best 
possible advantage to escape. It is not a step 



ACTIVE GROUP GAMES 11 

if one foot remains in the same place. After a 
player is caught and identified by the one who is 
*' it/' he in turn is blindfolded. [10] 

TWIRL THE TRENCHER 

This is a game in which almost any number of 
boys can take part. The players seat themselves 
in a circle, and each takes the name of some town 
or flower or whatever has been previously agreed 
upon. One of the party stands in the middle of the 
circle, with a small wooden trencher or waiter, 
places it upon its edge and spins it, calling out 
as he does so the name which one of the players 
has taken. The person named must jump up and 
seize the trencher before it ceases spinning, but if 
he is not very quick the trencher will fall to the 
ground, and he must pay a forfeit. It is then his 
turn to twirl the trencher. [2] 

UNITED STATES MAIL 

This requires a large room with little furniture 
in it except chairs, which are ranged around the 
wall at equal distances from each other. A post- 
master is chosen b}^ the company. Each player 
is given the name of a city, which he records on 
a letter. When the postmaster calls, " The post is 
going from Chicago to Boston," the boys bearing 
these names quickly change seats, while the one who 
has been blindfolded seeks to secure one of the 



12 INDOOR GAMES 

vacant seats. If he is successful^ the player whose 
chair he occupies takes his place. Now and then, 
" General Post '' is called^ when all change seats. 
The scrimmage which follows provokes no end of 
fun. [21] 

WHIP TAG 

Form a circle^ all but one facing the center and 
holding hands behind the back. The odd man 
carries the " beetle " (a knotted towel or a slender 
bag stuffed with cotton batting to represent a 
policeman's club). He runs around the outside of 
the circle and finally slips his beetle into one of 
the shut hands. The boy receiving the beetle 
quickly turns on his right-hand neighbor and, with 
a series of blows, chases him around the circle and 
back to his place. If the neighbor can run faster 
than the holder of the beetle, he will escape many 
blows. 

The holder of the beetle now takes the place of 
the last leader. [17] 

WOLF AND SHEEPFOLD 

All the players, except two, join hands, as 
though for a *' ronde," thus forming the Sheep- 
fold, in the center of which they place the Lamb, 
whom it is their great aim to protect. The Wolf 
remains outside the circle and endeavors, by throw- 
ing himself on his companions' joined hands, to 
break the enclosure. If he succeeds in forcing an 



ACTIVE GROUP GAMES 13 

entrance, the Sheepfold must rapidly open on the 
opposite side to allow the Lamb to escape, and 
immediately close again, so as to imprison the 
Wolf and prevent him from pursuing his prey. 
If the Wolf succeeds in getting free, they again 
admit the Lamb and the game goes on in the same 
manner until the capture is made. [9] 




O 

O 
H 

< 
H 
O 



I 



2. Competitive Games_ 

(1) One Boy at a Time 

APPLE SNAPPING 

The boy having been blindfolded^ an apple is 
hung from a string in the middle of the room, 
about the height of his head. His hands are then 
tied, or he holds them strictly behind him, and in 
this position he has to bite the apple. This game 
may be played without blindfolding; but in that 
case it requires two players with their hands fixed 
behind them, each trying to bite the apple. [10] 
• 

BEAN GRAB 

Provide a large dish of beans, and let each in 
turn grab a handful, count them, and return to 
the dish. 

The one getting the greatest number wins. 

BLOWING THE CANDLE 

Place a lighted candle on a table at the end of 
a room. Invite some boy to stand in front of it, 
then blindfold him, make him take three steps 
backwards, turn round three times, and then ad- 

15 



16 INDOOR GAMES 

vance three steps and blow out the candle. If he 
fails^ he must pay a forfeit. It will be found 
that very few put out the lights simple though 
the test appears to be. [2] 

DONKEY'S TAIL 

A good-sized donkey without a tail is cut out of 
brown paper and fixed on a screen or on a sheet 
hung across the room. The tail is cut out sep- 
arately and a hat-pin is put through that end of 
it which comes nearest the body. Each player in 
turn then holds the tail by thepin^ shuts his eyes 
honestly, and^ advancing to the donkey^ pins the 
tail in what he believes to be the right place; 
the fun lies in his mistake. [1^] 

FLOWER PETAL GUESS 

Obtain a daisy^ rose or some other flower with 
plenty of petals and let the boys guess their num- 
ber. They may also guess the number of seeds 
in an apple or orange. 

LONE FISHERMAN 

This is a variation of the old donkey party. 
A square of muslin, upon which is drawn or pasted 
a fisherman with rod in hand_, has been stretched 
at one side of the room. A fish, made of crepe 
paper and stuck through the gills with a pin, is 



COMPETITIVE GAMES 17 

given to each boy. One by one^ the boys are blind- 
folded and bidden to attach the fish to the hook 
dangling from the fisherman's rod. The one who 
places it on or nearest the hook receives an appro- 
priate prize. [21] 

SNAP THE CORK 

Hold out a bottle with the cork placed lightly 
on top (not stuck in tight). The boys are lined 
up ten paces away. With extended arm^ each boy 
in turn walks fast towards the bottle and, as he 
goes past, tries to snap the cork off with his finger. 

TO FIT 

Cut a small square opening in a pasteboard, 
which is placed prominently at the end of the 
room farthest from the boys. Distribute corks of 
different sizes and sharp knives. Explain that the 
task is to cut the corks, without any guide but the 
eye, so that they will fit the square opening. The 
one whose cork fits the best should receive hon- 
orable mention. [1^] 

TOSSING THE RINGS 

Fasten securely a stick two feet long and an inch 
or more in diameter to the center of a block of 
wood or piece of board, so that the block forms 
a substantial base for the stick, which should be 
slightly tapered at its upper end. Make out of 



18 INDOOR GAMES 

wire six hoops or rings^ three of them nine inches 
in diameter, two of them seven inches, and one 
five inches. They should be heavy enough to toss 
easily, of quarter-inch wire, or heavier. Wind 
these with cloth torn into strips, fastening the ends 
with needle and thread. Use three colors of the 
cloth, the rings of each size being the same color. 
Red, white and blue make a pretty combination, 
red being for the largest size, white for the next 
and blue for the smallest one. Now set the 
standard at some distance from the players and the 
game begins. One player takes all the rings and 
tosses them one at a time over the upright stick. 
For each of the large rings which he succeeds in 
getting upon the standard, he counts ten ; for each 
of the next size, fifteen; and for the smallest one, 
twentj^-five. Any number agreed upon may be 
called a game, and the player first obtaining that 
number of counts wins. After one player has 
thrown all the rings, another player takes -them, 
tossing them in the same way. Any number of 
players may take part in the game. After one 
round the first one tosses again, and so on until 
the game is out. For small boys, five or six feet 
is far enough to toss the rings, but larger ones 
may increase the distance. [25] 

WALKING SPANISH 

Each player in turn goes to the end of the room, 
takes a cane or umbrella, puts his head down on 



COMPETITIVE GAMES 19 

the handle, closes his eyes^ and^ stooping over 
thus^ whirls rapidly about six times, not moving 
the point of the cane from its original position. 
Then instantly he straightens up and tries to vi^alk 



?.-W'%?*y-3Tr-"-i 




WALKING SPANISH 



steadily the length of the room along a string 
laid down, or line marked. The one who steps 
nearest to the line all the time is the winner. 

[10] 

(2) Two Boys at a Time 

BEAR FIGHT 

{See next page) 

A circle about ten feet in diameter is drawn 
upon the floor. The two bears, or contestants, step 
into the ring, fold their arms, and at a given sig- 
nal hop towards each other on one leg. The object 
is for one to push the other out of the circle. The 
butting is done with the shoulders and upper arm. 



20 



INDOOR GAMES 




BEAR FIGHT 

BLINDFOLD BOXING MATCH 

Two men are blindfolded; a book is laid on the 
mat; both men get on their knees, laying their 
left hands on the book. Each man has a coach 
and is permitted to strike when the coach says 
" Hit." [28] 



BLIND FEEDING THE BLIND 

This is boisterous and rather messy, bu^ it is 
popular. Two players are blindfolded and seated 
on the floor together. A dessert-spoonful of sugar 
is given to each and they are told to feed each 
other. It is well to put a sheet on the floor, and 
to tie a towel or apron round the necks of the 
players. [1^] 



COMPETITIVE GAMES 
CANDLE LIGHTERS 



^1 



Two boys stand face to face, each with a candle, 
one of which is lighted and the other not. Kneeling 
on the right knee only, and keeping the left leg 
entirely off the ground, they have to make one 
candle light the other. They should kneel on a 
rubber blanket or some other covering that will 
keep the grease off the floor. [1^] 




COCK FIGHTING 

Although only two boys can play at one 
time, they will keep the rest of the company in 
roars of laughter. The two who are to represent 
the ** cocks " having been chosen, both are seated 
upon the floor. Each boy has his wrists tied to- 
gether with a handkerchief, his legs being secured 



22 INDOOR GAMES 

just above the ankles in like manner; his arms 
are then passed over his knees^ and a broom-stick 
is pushed over one arm, under both knees, and out 
again on the other side over the other arm. The 
cocks are now considered ready for fighting. They 
are carried into the center of the room and placed 
opposite each other with their toes just touching. 
The fun begins. Each cock tries with the aid 
of his toes to turn his opponent over on his back 
or side. The one who can succeed in doing this 
iirst wins the game. It often happens that both 
cocks turn over at the same time, when the fight 
begins over again. [2] 

CONTEST WITH STICK 

1. Two boys sit, face to face, on the floor, with 
feet together. Their hands are clasped around an 
upright stick. Each tries by pressure of hand and 
foot to overthrow the other. 

2. Each grasps one end of the stick and tries to 
break the other's hold. [22] 

CRACKER CONTEST 

Each contestant places the corner of a large 
soda cracker in his mouth; he must eat the cracker 
without touching it with his hands. [17] 



J 



COMPETITIVE GAMES 
DEER STALKING 



2S 



This is a game in which only two players take 
part^ but it is exciting to watch. Both *' deer " and 
*' stalker " are blindfolded. They are then placed 




CONTEST WITH STICK 

at opposite ends of a large table and, at a given 
moment, begin to move round it. 

The stalker's business is, of course, to catch the 
deer, and the deer's to avoid it; but neither may 
run out of the room. Absolute silence should be 
kept by audience and players ; and if felt slippers 
can be worn by the deer and the stalker, so much 
the better. [10] 

DOG FIGHT 

Two players place themselves on their hands 
and knees, facing each other, about three feet 




CC 

H 

s 
s 

Q 
< 

X 






COMPETITIVE GAMES 25 

apart. Put over the heads a band of leather or 
canvas^ or of anything that will not hurt the 
heads^ which must be kept up and back. At the 
word *'Go!" the players pull against each other 
until one of them is pulled off the mat, or his 
head pulled forward^ thereby releasing the strap. 
The other is the victor. [20] 



FOOT-PUSHING CONTEST 

One boy sits in a seat without a back^ holds up 
one of his feet against the foot of another boy, 
who, standing upon one leg, endeavors to thrust 
him backward. [22] 

HANDKERCHIEF TUSSLE 

This is a contest for two boys. Take two large 
handkerchiefs and tie the two left wrists together 
with the ends of one handkerchief, the two right 
wrists wuth the other. One boy slips one tied hand 
over and under the other boy's handkerchief. At 
a given signal they try to get away from each 
other. The boy getting a hand away first wins. 

HAND WRESTLING 

Tw6 players face each other, feet planted firmly, 
full stride position, left and right hands grasped. 
Each tries to displace the other. One foot moved 
displaces a player. [20] 



26 INDOOR GAMES 

LEG WRESTLE 

Lie down on the back^ side by side^ the feet of 
each boy being beside the other boy's head. At the 
word ** Go! '' each brings the leg nearest his oppo- 
nent at right angles with his body and then 
lowers it. 




ONE-LEG TUG OF WAR 



This may be 'done twice or three times^ but the 
last time the leg is raised each tries to catch his 
opponent's leg and to roll him over^ which is a 
defeat. [17] 

ONE-LEG TUG OF WAR 

Obtain a rope about fifteen feet in lengthy with 
a padded loop at each end. One foot of each com- 
petitor should be inserted in a loop, their backs 



COMPETITIVE GAMES 27 

turned towards each other^ the center of the rope 
placed over the winning line^ and the signal given. 
Whoever pulls the other over the line is the victor; 
the act of lying down, also, is an acknowledgment 
of defeat. [27] 

PAPER DUEL 

Two boys are placed back to back with balls 
made of soft paper in their hands. Two other boys 
are their seconds to pick up the balls. They walk 
away from each other about seven or eight paces, 
turn around, and throw their balls at each other till 
one is hit. The seconds pick up the balls when- 
ever they fall and return them to the duelists. 

[14] 

POTATO JOUST 

The boys are armed with forks, jabbed into 
potatoes ; each boy stands on one leg, holding 
up the other with his hand. The battle is de- 
cided by one of the warriors knocking the potato 
from his opponent's fork. Toppling over three 
times is also counted as defeat. If one of the 
knights is obliged to let go of his foot in order 
to keep his balance, it is counted as a fall. Every 
time the battle is interrupted in this way, either 
of the contestants is at liberty to change the foot 
he is resting upon. If one of the warriors falls 
against the other and upsets him, it is counted 
against the one who is responsible for the tumble. 

[32] 
(For illustration see page 14) 



28 



INDOOR GAMES 



SHOE AND COAT RACE 

The coats are placed at opposite ends of the 
room. The boys start with their shoes on (laces 
out). A line is drawn in the middle of the room; 
here the contestants sit down and pull off their 
shoes^ then run to the coats and put them on. On 
the return trip they put their shoes on. The boy 
who arrives at the starting-point with coat and 
shoes on is winner. 




SWORD DUEL 

Place paper swords (made out of rolled news- 
paper) in the right hands of two blindfolded boys. 
Make them kneel on the floor and grasp the same 
hammer with their left hands. At a given signal 
they are to begin fencing with the paper swords, 



COMPETITIVE GAMES 29 

each keeping his left hand on the hammer. The 
one who touches the other on the breast most often 
in a given time wins. A piece of w^iite cloth may 
be pinned to the breast as a mark to aim at. 



(3) Entire Group Divided 

BEAN BAG CONTEST 

Prepare an even number of bean bags of mod- 
erate size^ half of one color and half of another. 
Appoint leaders to choose the boys for their re- 
spective sides. There should be an even number 
on each side. The opponents face each other^ 
with the leader at the head^ having all the bags 
of one color at his side. 

The bags are to be passed 

1st, with right hand 

2d, with left hand 

Sd, with both hands 

4th, with right hand over left shoulder 

5th, with left hand over left shoulder 
Play a trial game before the contest. 

At a given signal, the leaders begin and pass 
the bags as rapidly as possible down the line, ob- 
serving all the directions. The last one places them 
on a chair, until all have been passed, and then 
he sends them back, observing the same rules, until 
all have reached the leader. 



30 



INDOOR GAMES 



The side that passes them back to the leader 
firsts and does so successfully^ is the winning side. 

[1] 
BLOW RACE 

/ Stretch two wires or strong strings^ running 

through paper cones^ across the entire width of 
the room^ parallel to each other and some distance 




BLOW RACE 

apart. Divide the group of boys into teams. The 
object is to blow the cones from one end of the 
string to the other. The team that accomplishes 
the feat first wins. 

— C, E, V. Nathanialsz. 



COMPETITIVE GAMES 31 

CIRCLE BALL 

The players, arranged in a large circle, keep a 
lawn tennis ball flying back and forth, aiming at 
one in the center. The boy in the center tries to 
remain in as long as possible without being hit. 
If he catches the ball in his hands, it does not 
count as a hit. Whoever hits him with the ball 
takes his place. The player who remains *' in " 
longest wins. [32] 

END-TO-END BEAN BAG 

The players, divided into two sections, and 
standing close together, form in each section two 
parallel lines, A and B, five feet or more apart. 
At a given signal the first player in line A runs 
halfway across to the first player in line B, and 
tosses him the bag; line A moves up to fill the 
space vacated by the first player. 

Meanwhile the bag is passed along line B until 
it reaches the last player, who runs with it half- 
way across to the last player in line A, tosses the 
bag to him and takes the place beside him. The 
bag then passes up line A, while line B moves 
down to fill the place left vacant by the last 
player. 

Finally, the first player of line A steps into the 
vacant place in line B and so becomes the first 
player in that line. The game is then repeated as 
before and continues until the player who started 



32 



INDOOR GAMES 



at the head of line A has moved down line B and 
back up line A to his original position. The sec- 
tion which accomplishes this first wins the game. 

[28] 
FAN-BALL 

Two balls are required^ one of red paper and 
one of blue^ each being made of three flat inter- 
secting pieces of paper. 






Diameter, 3% inches. 

Put 1 in 2, etc. 

A goal is made at each end of room; sides are 
chosen. Each side has a fan and one ball. Two 
players at a time contest^ one from each side. 
Each player stands in front of his goal^ his paper 
ball before him. At a word from the umpire^ each 
fans his ball in the direction of his opponent's 
goal. The balls must go through the chain in the 
center of the room^ and the player who first sends 
his ball through his opponent's goal is winner. 
All take a turn. The one who wins the greatest 
number of games is champion. 



COMPETITIVE GAMER 33 

FEATHER-BI.OWING CONTEST 

The players sit round a table and form sides^ 
one half against the other, and a little fluffy 
feather is placed in the middle. 

The aim of each side is to blow the feather so 
that it settles in the other camp, and to keep it 
from settling in their own. 

The same game can be played with a marble 
on a table from which the table-cloth has been 
removed. In this case all sink their faces to the 
level of the table. [10] 

HANDS UP OR JENKINS UP 

In this game the company must divide, one half 
taking seats on one side of the table, and the other 
half on the other side; the players on one side 
being called the '' guessers " and those on the 
other side the '' hiders." A quarter or any small 
coin is produced, and the hiders must pass it from 
hand to hand, under the table, so that those sitting 
opposite may not know who holds it. When it is 
hidden, one of the guessers cries out: ** Hands 
up ! '' Immediately the hiders must raise their 
closed hands and slap them palms down on the 
table; the guessers have then to find out which 
hand holds the coin. This they do by pointing 
to one hand after another, and the hand so desig- 
nated must be raised. If the coin is found under 
any hand excej^t the last, the guessers win and 




o 



COMPETITIVE GAMES 35 

the coin is passed to them. If, however, the coin 
is left in the last hand remaining on the table, the 
hiders keep it for another game. The side keep- 
ing the coin the longest wins. 

HOT AIR 

The contestants are placed on opposite sides of 
a sheet, which is held on a level with their mouths. 
Each tries to blow a toy balloon over his oppo- 
nent's head. [28] 

HORSEMEN 

This is a rough-and-tumble game for the boys, 
and must be played either outdoors or in a large 
bare room. Sides are chosen, the big boys taking 
the small boys on their backs, carrying them *' pick- 
a-back.'' The one carrying the boy is called the 
horse and the other the rider. 

At a given signal the sides rush toward each 
other, the horses trying to knock down the oppos- 
ing horses, and the riders trying to unhorse each 
other. 

The game continues until a single horse and 
rider remain, and the side to which they belong 
wins the game. [1] 

INDOOR BASEBALL FOR PARLOR 

Divide the crowd into two groups, nine or more 
on a side. Chalk on the floor a figure like the draw- 
ing. Batter stands on toss line and tosses a silver 



S6 



INDOOR GAMES 



dollar, washer or anything round and flat, toward 
the figure. Each boy has three throws, which are 
called strikes, as in baseball. If the dollar lights 
in the Home Square, it is a home run. Square one, 



\ 




Toss L///£. 

INDOOR BASEBALL FOR PARLOR 



first base ; square two, second base ; square three, 
third base. Territory A, out; territory B, strike. 
Each man is advanced after the one ahead of him 
has played. After three outs, the other side bats. 
Nine innings constitute a game. The rules are the 
same as in outdoor baseball. 

— Suggested hy C. E, Fleming, 



COMPETITIVE GAMES 37 







► 2 ^T — >-^ 

TO HOMt PtATE 



Q-5^.'»^^0 



lor 
2.Q 



2LFT. 4.y»_ »K. 



INDOOR BASEBALL 

This game will prove interesting to the old as 
well as the youngs and it is very cheaply made. 
Here is an idea of the cost: 

Board for main part 10c 

Can of green paint 10c 

Two boards to elevate main part from ground 5c 

Total 25c 

It is also realistic. The boys of the neighbor- 
hood can form the American and National leagues^ 
using pasteboard pictures for players^ then choose 
the name of the club from one in the major leagues. 
Keep the records of the games won and lost by all 
the teams^ the pitcher; records^, and liits, runs, 
stolen bases made by the batsmen. For instance: 



38 INDOOR GAMES 

R. H. S.B. 

Daniels 90 191 70 

This way you can tell the best pitcher by his 
games won^ lost and strike-outs and bases on balls ; 
the best catcher by the stolen bases he allows^, the 
best batter by the hits he makes, and the best base 
runner by the runs he scores and bases he steals. 
At the end of the season the winner in the National 
League plays the American League winner. 

Use marbles for the balls. In pitching, first 
place your hand, back down, in the pitcher's box, 
holding the marble between the second and third 
fingers; now raise the hand so that only the 
finger nails touch the wood, then let the ball roll 
off. If this is done correctly, the ball will roll up 
the path to the home plate. Then the person at 
bat hits it. Place the wrist on the board, a little 
behind home plate, then hit the ball with either 
the first or second finger. By experimenting you 
will know how hard to hit it. 

If the ball does not go over a portion of the 
plate, and is not struck at, it is called a ball. 
Otherwise, it counts a strike. If the ball rolls off 
the board above first and third without going into 
a hole, it is a foul ball and counts as a strike, ex- 
cept on the third strike. If the ball rolls off the 
board below first base and third base and does not 
go into a hole, it counts as a strike also. A staff 
of umpires should be chosen to render these 
decisions. 



COMPETITIVE GAMES 39 

When the ball is thrown, the batter hits it and 
sometimes it goes into a hole. The holes count 
thus: 3B counts as a three-base hit, 2B a two-base 
hit, IB a one-base hit. SB counts as a stolen base; 
if a man is on base, he steals; one in advance al- 
ways steals the base. If no man is on base, it 
counts as a base on balls. 

— New York Herald, 



JENKINS' FOOTBALL 

Nearly all are familiar with the game Jenkins 
Up, in which the company, in two camps, seated 
on opposite sides of a table, strive to find a coin 
which has first been passed from hand to hand 
under the table and then, at the command of the 
opposite leader, is slapped upon the table during 
a simultaneous descent of hands. 

In Jenkins' Football, the two camps stand fac- 
ing each other, arranged close together in the 
relative positions of football; at the call of the 
umpire, who stands between, the side having the 
coin takes it hurriedly from the hands of the 
center rush and conceals it in anotlier's hand. 
At a second call, all hands are to be instantly 
raised, clenched, and the other side guesses where 
the coin is. 

The umpire may allow ten seconds at first, and 
later five, for concealing it. The two halves of 
the game may be five minutes each. The penny 
changes sides, if a right guess is made. Each 



40 INDOOR GAMES 

right guess is a touchdown for the side that guesses. 
Each time a penny is dropped^ it is a goal for the 
other side. [16] 

LAWYER 

Players sit in rows. The lawyer asks ques- 
tions of each^ which must be answered correctly^ 
not by the player addressed^ but by the one oppo- 
site. The pronoun I must not be used in the 
answer. [IS] 

LEAP FROG RACE 

Form the boys into two circles; they stoop over 
as for leap frog. One boy in each circle starts 
leaping over all the backs in his circle^ coming 
back to his old position. The one behind him starts 
round in the same way. Several players may be 
leaping at the same time^ providing they keep' the 
regular order. The circle getting back to its origi- 
nal position first wins the game. [17] 



LOCATION 

Two leaders choose sides. One begins by call- 
ing the name of some town or city^ and then 
counts ten. While he is countings the leader on the 
other side must tell where the place is. If he. 
fails to answer before ten is counted^ he must 
drop out^ and the next man takes his place. If 
he answers correctly^ he may ask a question of the 



COMPETITIVE GAMES 41 

other leader. Each man on each side takes his 
turn in order at question and answer. The side 
that stands up the longest wins. 

MARBLE CONTEST 

Cut five holes of different sizes in the lid of a 
pasteboard box. Number the largest hole 5 ; the 
next^ 10; the next^ 20; the next^ 50; and the 
smallest^ 100. Place the box on the floor^ and give 
each boy an equal number of marbles. The object 
of the game is to see which boy can make the 
highest record in dropping the marbles into the 
box through the holes. Each player in turn stands 
over the box^ holds his arm out straight^ even with 
the shoulder^ and drops the marbles^ one by one, 
into the box. If one goes through the largest hole, 
it counts 5; if through the smallest, 100; and 
so on, count being kept for each player. The 
one scoring the greatest number of points is the 
winner. [1] 

NUT RACE 

Choose sides. Place a pile of mixed nuts on the 
floor, and an empty bowl about three feet from it, 
at each end of the room — a bowl and pile beside 
each line of players. When the signal is given, 
each captain takes as many nuts on the back of his 
left hand as he can gather without the aid of his 
riglit hand, and carries them to the empty bowl at 
the opposite side of the room. The players follow 



42 INDOOR GAMES 

the captain in turn^ continuing until the pile is 
gone and the bowl is full. The side which suc- 
ceeds in filling its opponents' bowl first is vic- 
torious. [1] 

PARLOR BALL 

The company is divided into two sides^ separated 
by a line of white tape on the floor. A toy balloon 
is kept in the air by the open hands of the players. 
If it falls on the fioor^ it counts one for the side 
which has put it there. Football may be played 
on an uncarpeted floor with balloons or " Pillow 
Dex '' bladders. To strike with anything but the 
open hand is a foul^ as it is almost sure to burst 
the skins. [16] 

PARLOR FOOTBALL 

In this game goals are set up at each end of the 
room, the players are provided with fans^ and the 
football is a blown hen's ^g^^ which is fanned 
backward and forward along the floor. [10] 



PASSING CLOTHESPINS 

Two sides having been chosen^ they line up fac- 
ing each other^ the leaders at the ends. At the 
head of each line is placed a basket containing 
twelve clothespins. Each- player is instructed to 
hold his neighbor's right wrist with his left hand^ 



COMPETITIVE GAMES 43 

thus leaving one hand (right) free. The leaders 
begin by passing the clothespins, one at a time, 
down the line, the players being careful not to 
drop them. When one reaches the end of the line, 
the last player places it on the floor beside him 
until the twelve pins have been passed, when he 
starts them back up the line toward the leader. 
The side which succeeds in passing all the clothes- 
pins back to the leader first is the victorious 
side. 

It is best to have a trial game first, so that the 
players may get used to passing the pins rapidly 
with one hand. If a clothespin is dropped, the 
player who dropped it must pick it up and pass 
it on. The rest must wait until it has started on 
before passing any of the others. [1] 

PEANUT RELAY RACE 

Boys are lined up in two columns, as in the 
ordinary relay race. For each column two chairs 
are placed a convenient distance apart, facing 
one another, with a knife and a bowl half full 
of peanuts on one, and an empty bowl on the 
other. 

At the word of command, the first boy on each 
side takes the knife, picks up a peanut with it, 
and carries the peanut on the knife to the farther 
bowl. Upon his return, the second boy does the 
same, and so on. 

The second boy cannot leave until the first has 



44 



INDOOR GAMES 



deposited his peanut in the empty bowl, and has 
returned with the knife. A peanut dropped must 
be picked up with the knife. Fingers must not be 
used either in putting the peanut on the knife or 
in holding it there. The side which first makes 
the round wins. [16] 

— Suggested by M. C. Otto 




PEG-PLACING RACE 

Stretch a rope across the entire length of the 
room. Divide the company in two even groups, 
which take opposite sides of the rope. Give each 
boy a clothespin. At a given signal one from 
each side goes to the center of the rope and tries 
to place his pin there, using only one hand, . This 



COMPETITIVE GAMES 45 

accomplished^ he returns and the next tries^ and 
so on. The side getting the pins on the rope first 
wins. — James Summers 

PEG RACE 

Divide the company into two groups and seat 
them in parallel straight lines. Supply each side 
with six pegs or clothespins. At a given signal 
the pegs are passed along until the end of the 
line is reached. The side passing the pegs to the 
end most quickly, with all the heads up straight 
as when started, wins the game. 



PITCH BASKET 

Select a number of small fruit baskets, all the 
same size, and have a box of checkers handy. 
Suppose you have five baskets ; on the bottom of 
one mark 20; on another, 15; on two, 5; and on 
the last, 0. Place the baskets in a row on the 
floor, so their numbers cannot be seen. 

Choose sides, giving the red checkers to the 
leader of one side .and the black checkers to the 
leader of the other. One side lines up about ten 
feet away from the baskets, the leader giving each 
player a checker; if there are any left, he keeps 
them and has the privilege of throwing them. Each 
one in turn throws his checker into any basket he 
may choose. 

When all have played, the leader turns up each 



46 INDOOR GAMES 

basket to see its number^ and counts the number 
of checkers thrown into it. If there are two in 
the 20 basket that side scores 40^ etc. The players 
on the other side line up and play^ the order of 
the baskets having been changed by some one not 
of that side^ so that none of those about to take part 
knows which is which. After each rounds the score 
is added up. The game continues until a certain 
number^ 300 or 500^ has been reached. The side 
scoring that number first is victorious. [1] 

PROVERB CONTEST 

This may be conducted orally like a spelling- 
bee^ or it may be a written game. If it is oral^ 
limit each one to a half-minute after the first word 
is named. The teacher speaks the first word of 
a well-knoAvn proverb; the pupil called upon fin- 
ishes it. If he is unable to do so in the time 
limit, it is passed to the next one and so on down 
the line until some one or no one finishes it. 

If the proverb begins with '' a/' *' an/' or *' the " 
or any short word, two or more words should be 
given to start the pupil off. To help make out a 
list, a few proverbs are given here. 

1. A stitch in time saves nine. 

2. All is not gold that glitters. 
S. Honesty is the best policy. 

4. A friend in need is a friend indeed. 

5. A word to the wise is sufficient. 

6. Half a loaf is better than no bread. 



COMPETITIVE GAMES 47 

7. When angry^ count ten before you speak; it 

very angry^ count a hundred. 

8. A bird in the hand is worth two in the bush. 

9. A penny saved is a penny earned. 

10. Procrastination is the thief of time. 

11. Make hay while the sun shines. 

12. Never put off until tomorrow what you can do 

today. 
IS. Every cloud has a silver lining. 

14. Appearances are often deceiving. 

15. Blessings brighten as they take their flight. 

16. Never count your chickens before they are 

hatched. 

17. A little nonsense^ now and then^ 
Is relished by the wisest men. , 

18. No news is good news. 

19. Look before you leap. 

20. Out of sights out of mind. 

21. Laugh and grow fat. 

22. He that is down need fear no fall. 

23. The more haste, the less speed. 

RED AND BLACK 

Choose one corner for the goal and arrange the 
players in two long lines^ back to back^ beginning 
at the corner diagonally opposite the goal and ex- 
tending toward the goal. One side is called 
" Red " and the other '* Black.'* An outsider, tak- 
ing a circular disk, one side of which is red and 
the other black, tosses it to the floor, and calls out 



48 INDOOR GAMES 

the color which falls uppermost. Whichever color 
is called must pursue the other side^ catching as 
many as possible before they reach the goal. 
Those who are caught are added to the pursuing 
side. In this way the game goes on^ alternate cor- 
ners being used for goals^ until one side or the 
other is entirely captured. [^^] 

RING THE BELL 

Take a hoop about 1% feet in diameter — a bar- 
rel hoop will do — and hang a bell so that it swings 
through the center. Suspend the hoop from the ceil- 
ing or door casings so that it will be five feet from 
the floor. Divide the company into two groups. 

Have three bean bags ready. The object is to 
throw the bean bags through the hoop, at a dis- 
tance of ten feet, without ringing the bell. The 
side getting the largest count wins. 

ROOSTER FIGHT 

The combatants are arranged facing each other 
in two lines. The first two opposite players at 
either or both ends — or if the floor is large 
enough, all the opposing pairs — may combat at 
the same time. The boys should fold their arms 
forward and hop toward each other on one leg. 
The butting is done with the shoulder and upper 
arm, never with the elbow; and the arm must re- 
main folded throughout the combat. When two 



COMPETITIVE GAMES 49 

adversaries meet, each attempts to push the other 
over, make him touch the floor with the foot that 
is raised. When all have fought, the winners 
arrange themselves in two opposing ranks, and 
renew the combat. This is done until but one 
remains, and he is declared victor. [1'^] 

SPOON POLO 

This is an indoor polo game. It is played with 
dessert spoons and marbles. The rules are the 
same as in polo. [16] 

STATE MAKING 

Stretch an American flag across one end of the 
room. Divide the company into two groups. Sup- 
ply each boy with a piece of paper cut in the 
shape of a star, red stars for one side and blue 
stars for the otJier. The game is to see which side 
can place the greatest number of States (stars) in 
the blue field. Each boy, when trying, is blind- 
folded. 

SPEED CONTEST 

Select ten boys and. have them take off their 
shoes and put them into a barrel. They form a 
circle around the barrel and, at a given signal, try 
to get their shoes out and put them on. The one 
who succeeds first is winner. 



3. Trick Games 

CLAIRVOYANT 

The clairvoyant goes out of the room^ under- 
taking to name the boy whom his confederate shall 
point out. 

The door being shut upon the clairvoyant, the 
confederate points to one whom we will call Mr. B. 

" At whom am I pointing? " he queries. 

** At Mr. B.," replies the clairvoyant. 

The clairvoyant and his confederate have ar- 
ranged between them that the person who speaks 
last before the clairvoyant leaves the room is the 
person to be pointed at. 

Another trick is to tell a letter which any mem- 
ber of the company may name. Say the letter C 
is chosen. When the clairvoyant is called into 
the room, his confederate says: ** Dogs are intelli- 
gent animals." The clairvoyant translates this 
literally into French ! Chiens is the French for 
dogs, and the first letter of chiens is C. A very 
slight knowledge of French is sufficient to enable 
one to play the game. [2] 



51 



62 INDOOR GAMES 

CROSSED SCISSORS 

A pair of scissors, or any similar article, is 
passed from hand to hand, each player saying, as 
he gives them to his neighbor, " I return you my 
crossed (or uncrossed) scissors." In the first case, 
he must, whilst pronouncing the formula, carelessly 
cross his hands or feet; in the second, he must be 
careful to keep them apart. This game, simple 
as it is, often greatly puzzles those unacquainted 
with the secret. Whoever fails to cross or un- 
cross hands or feet at the proper time must pay a 
forfeit. [9] 

CONVERSATION GAME 

Two of the company privately agree upon a 
word that has several meanings. The two then 
enter into a conversation, which must be about the 
word they have chosen, whilst the remainder of 
the company listen. When a member of the party 
imagines that he has guessed the word, he may 
join in the conversation, but if he finds he is mis- 
taken, he must immediately retire. To give an illus- 
tration: Supposing the two players who start the 
conversation decide upon the word " box.'' They 
might talk about the people they had seen at the 
theatre, and the particular part of the house in 
which they were sitting. Then they might remark 
that it looked well in a garden, and one might 
mention that it grew into big trees. Perhaps one 



TRICK GAMES 53 

of the company might imagine that he had guessed 
the word correctly and join in^ when the conver- 
sation would be immediately changed, and the two 
would begin to converse about a huge case in 
which a very great number of things were packed 
away. By this time possibly the person who joined 
in the conversation will leave off, completely mysti- 
fied. If, however, the word should be correctly 
guessed, the person guessing it chooses a partner, 
they together select a word and the game begins 
again. [l'^] 

"HE CAN DO LITTLE WHO CAN'T DO 
THIS '' 

One of the boys takes a stick in his left hand, 
and thumps the floor with it, saying, '' He can do 
little who can't do this." Then he hands the stick 
to another player, who will probably use his right 
hand when holding the stick and thumping the 
ground. If he does, he is told he has failed in 
the simple task, and the stick is handed to another. 
The game goes on until some one discovers that 
the secret of the trick is to copy the leader ex- 
actly and, therefore, the stick must be held in the 
left hand. [2] 

IT V 

One of the players, who does not know the 
game, is sent out of the room. While he is gone, 
the others are supposed to be thinking of some 



54 INDOOR GAMES 

person whom he is to guess when he comes in; 
but it is arranged that each one shall describe his 
right-hand neighbor when asked any questions. 

The player is called in, having been told before- 
hand that he is to guess what person the company 
thought of, and that that person is *' IT." 

He begins by asking: 

" Is IT in this room?" 

" Yes." 

"Is IT a boy?" 

** Yes/' etc. 

He continues this until he guesses correctly. If 
he cannot guess, it is explained to him that IT is 
not any one person, but the *' right-hand neighbor " 
of whomever had been answering his question. 

MAGIC ANSWERS 

One is sent from the room and the others de- 
cide upon some object, the name of which is to be 
guessed by the absent player when he returns. The 
one outside has an accomplice, who remains with 
the others and who later asks the questions. It has 
been agreed between them that the object chosen 
should be the one named after the mention of some 
four-legged thing. 

Suppose a book is chosen by the players. When 
the one outside has been summoned, the accom- 
plice asks, '* Is it any one in this room? " ** No." 
** Is it a handkerchief? " '' No." " Is it a pic- 
ture? " ** No." '' Is it a dog? " '' No." '' Is it 



TRICK GAMES 55 

this book? " " Yes." Another arrangement is to 
have the correct object mentioned after something 
which is blacky such as soot/ pitch, etc. 

MAGIC PHOTOGRAPHY 

The magician has an understanding with a con- 
federate, who then goes out of the room. The 
magician holds a mirror in front of a member of 
the company and makes a few passes. Then the 
confederate is called into the room. He looks into 
the glass, and calls out, *' I see the portrait of 
Henry Brown " (or whoever it is). The magician 
had held the mirror before the person who spoke 
last when his assistant retired. 

MAGIC WRITING 

In this game a confederate is necessary. The 
chief plaj^er states to the company, after a few 
remarks on ancient sign language, that he is able 
to read signs made with a stick on the floor. He 
agrees to leave the room while the company is 
deciding upon some word or sentence. It is agreed 
by the player and his confederate that one tap on 
the floor shall represent A; two taps, E; three 
taps, I; four taps, O; five taps, U; and that 
the first letter of each remark the confederate 
makes shall be one of the consonants in the sen- 
tence decided upon by the company. The conso- 
nants must be taken in order. On the player*s 



56 INDOOR GAMES 

return^ supposing the word chosen was " March/' 
his confederate would commence '' Many people 
think this game a deception " (initial letter M) one 
tap on the floor (a). " Really it is very simple'* 
(initial letter R) '* Coming to the end soon " (in- 
itial letter C) ''Hope it has been quite clear" 
(initial letter H). A few more signs are made so 
as not to finish too abruptly, and the chief player 
then gives the word — ''March." If carefully 
conducted^ this game will interest an audience for 
a considerable time. [14] 

MIND READING 

Ask each boy to write upon a slip of paper the 
name of something. Put all these names in a box^ 
and let the mind reader draw from it the slips^ rub- 
bing each slip against his forehead^ and^ after a 
pretended meditation^ naming what is written. The 
first time he names the object he himself wrote, 
opens the paper as if for confirmation, and reads of 
course not what he but what some one else wrote. 
With the second slip he names this object, pro- 
ceeding thus until the last. Of course all in the 
room will agree that he has named precisely what 
they wrote, and it will be long before they guess 
how the feat was accomplished. The reader must 
take care to select last of all the slip he himself 
wrote. The slips must be nearly alike, and folded 
in so uniform a way that no one will recognize 
his own slip. [15] 



TRICK GAMES 57 

MOLE 

One of the players says to his neighbor: 

" Have you seen my mole? " 

He replies: 

** Yes, I have seen your mole/' 

** Do 3^ou know what my mole does ? " 

'' Yes, I know what your mole does/' 

** Can you do as he does? " 

" Yes, I can do as he does/' 

And he turns to his next neighbor and puts 
the same question. The trick of this game is to 
close your eye every time you reply to a question. 
Whoever fails to do so is counted out or pays a 
forfeit. ^ [9] 

SPOON PICTURES 

Two players must know how to play the game. 
One is sent out of the room, and the other remains 
inside to take a picture of one of the guests. 
This is done by holding up a spoon or some 
polished surface to a player's face. When the 
picture is taken, the one outside is called in, takes 
the spoon, is told to look at it and guess whose 
picture it is. In a short time he has guessed cor- 
rectly, to the amazement of all. He leaves the 
room again, while another picture is taken, is 
called again, and guesses that, and so on. The 
one who remained inside to take the picture sits 
in exactly the same position as the person whose 



58 INDOOR GAMES 

picture was taken. If his feet were crossed and 
his hands folded^ the leader takes that position. [1] 

THIS AND THAT 

Two boys are in the secret. One of them goes 
out of the room^ and the confederate agrees with 
the audience on a certain article^ which he touches. 
The boy outside is recalled^ and the confederate 
begins to question him. 

'* Did I touch this chair .^ " 

" No." 

"Did I touch this table?" 

" No." 

"Did I touch this knife .^" 

" No." 

"Did I touch that fork.^ " 

" Yes." 

The secret consists in saying the word " that " 
instead of " this/' before the article touched. 

THOUGHT READING 

A confederate is necessary. The thought reader^ 
having arranged that the confederate should write 
a certain word^ commences by asking four mem- 
bers of the company to write each a word upon 
a piece of paper, fold it up in such a manner 
that it cannot be seen and then pass it on to 
him. The confederate, of course, volunteers to 
make one of the four, and writes the word pre- 



TRICK GAMES 59 

viously agreed upon, which is, we will suppose, 
*' Hastings." The thought reader places the slips 
of paper between his fingers, taking care to put 
the paper of his confederate between the third and 
little finger; he then takes the folded paper from 
between his thumb and first finger and rubs it, 
folded as it is, over his forehead, at each rub 
mentioning a letter: H, rub; A, rub; S, T, I, N, 
G, S, after which he calls out that some fellow 
has written *' Hastings." '' I did," replies his con- 
federate. The thought reader then opens the 
paper, looks at it, and slips it into his pocket; he 
has, however, looked at one of the other papers. 
Consequently, he is now in a position to spell an- 
other word, which he proceeds to do in the same 
manner, and thus the game goes on until all the 
papers have been read. [2] 



4. Joke Games 



BOOTS WITHOUT SHOES 

All the boys are sent out of the room^ the leader 
remains inside and calls one boy in. They sit 
down together^ and the leader says: '* Say just 
what I say. Say^ ' Boots^ without shoes ' '' (with 
a short pause after boots). The victim may re- 
peat the whole sentence^ and the leader says^ " No, 
I want you to say ' Boots, without shoes/ " and 
thus it may go on until the leader has given the 
simple statement in all sorts of tones and ex- 
pressions, till finally the player realizes that when 
told to say, '' Boots, without shoes,''' he must sim- 
ply say ** Boots." Each boy is called in and put 
through the ordeal, affording much amusement for 
those already in the room, until all have guessed it 
and laughed over it. 

DOWN UPON A FEATHER 

This is a practical pun. Ask any one to stand 
on a chair or table, and tell him that notwith- 
standing his weight you will bring him down upon 
a feather. Leave the room and come back with a 
feather. In handing this to the one on the chair, 

60 



JOKE GAMES 61 

you have kept the promise^ for there is the feather 
and if he looks he '11 find down upon it. 

FARMYARD 

One of the party announces that any animal 
he may name in whispering to each boy^ at a 
given signal^ must be imitated as loudly as possible. 
Instead^ however, of giving the name of an ani- 
mal to each^ he whispers to all the company ;, with 
the exception of one^ to keep perfectly silent. 
To this one he whispers that the animal he is to 
imitate is the donkey. After a short time^ so 
that all may be in readiness^ the signal is given. 
Nothing is heard but a loud bray from the one 
unfortunate boy who is the donkey. [2] 

KNIGHTS OF THE SACRED WHISTLE 

This may be played by any number of persons. 
The object is to have one or two persons^ accord- 
ing to the number in the crowds informed that 
they are to be initiated into the Knights of the 
Sacred Whistle. Show them a small whistle and 
tell them that in order to become members they 
must find this whistle. You then pretend to hand 
the whistle to one of the members of the party. 
Place around the victim's shoulders an apron or 
some garment^ and have attached to the back of it 
a small whistle on a piece of string. The trick is 
for some of the members to blow the whistle be- 



62 INDOOR GAMES 

hind the person's back^ immediately dropping it^ 
and when he turns^ the one on the other side 
will blow^ all standing in a circle^ with the person 
who is being '' initiated " in the center. He will 
be kept guessing for some time before he finds out 
where the whistle is located. 



FOREPAW'S MENAGERIE 

Those acquainted with the " show " betake them- 
selves to an adjoining room^ where the animals 
are on exhibition. Those to be hoaxed enter the 
menagerie one at a time^ being met by the keeper^ 
who asks what particular animal the visitor de- 
sires to see first. *' A monkey '' may be the pert 
answer. Gravely the keeper escorts the boy to a 
large cage in a corner^ the curtain is drawn aside 
and lo ! the young man gazes into a mirror re- 
flecting his own image. He remains in the room 
to laugh at the other dupes who follow. This 
show can be made very amusing by the knowing 
ones who officiate as barker^ doorkeeper^ ticket 
seller^ and attendant. The cage is composed of a 
number of chairs upon a table^ covered with shawls 
or sheets^ with mirrors underneath. [^1] 

HOT HAND FOR TWO 

This game is played the same as Hot Hand^ 
except that two stoop over^ facing in opposite 
directions. One of them has been made acquainted 



JOKE GAMES 63 

with the secret of the game. He is to slap the 
victim, while the others gather around and make 
the motions. The victim tries vainly to guess who 
is beating him, not suspecting his comrade. 

HAYSTACK 

A player is required to make a pile of chairs 
as high as his head, and then take off his shoes 
and jump over them. (Jump over the shoes.) [30] 

HYPNOTISM 

Seat the subject in a chair, and after various 
passes and manifest failure, accompanied by 
anxious questions as to whether the subject ex- 
periences any peculiar sensations, the operator 
will state that, as the one in the chair is a diffi- 
cult subject, it is necessary for him to rise and go 
to the window, placing his hand upon the glass. 
The hypnotist will then proceed with his passes 
and ask, with the greatest solicitude, " Do you 
feel a pane?'' Of course the player will reply 
that he does not; but the operator must insist 
that he does. Suddenly the hoax is ended by the 
question, " What 's that your hand is on? '' [15] 

MESMERISM 

Offer to mesmerize any boy so that he cannot 
get up alone; and when one volunteers, place him 



64 INDOOR GAMES 

in a chair in the center of the room^ and sit facing 
him^ requesting all the company to keep quiet and 
unite their wills with yours. Ask the boy to fold 
his arms and lean back comfortably. Make a 
variety of passes and motions^ with great solem- 
nity. After a few moments say^ '' Get up/' rising 
as he rises^ and sayings '' I told you you could not 
get up alone." If he suspects a tricky and does 
not rise^ of course your reply is the same. 

PILLOW CLIMBING 

In the middle of the floor^ some distance apart^ 
place sofa cushions^ lamps^ etc. From among the 
company choose a very smart j^oung man who 
was never '' hoaxed " and ask him to walk over 
the course between these articles^ so as to fix in 
his mind the exact situation of each object. He is 
then blindfolded and commanded to thread his 
way carefully among them so as not to touch one. 
Very gingerly he will do so^ more and more pleased 
with his evident success. His cautious movements 
here and there in the effort to avoid collisions cause 
unbounded merriment. When the handkerchief is 
taken away^ to his surprise not an article remains 
on the floor. All were removed when he was 
blindfolded. He wears a fooFs cap the rest of 
the evening. [21] 



JOKE GAME^ 65 

PRESENTED AT COURT 

Two chairs must be placed about two feet apart 
and covered^ both back and fronts with sufficient 
drapery of stout material^ such as a horse blanket 
or old bed-spread. Apparently there are three 
seats instead of two. The king and his queen sit 
on the chairs, leaving the gap between them va- 
cant. The courtiers stand respectfully around. The 
person to be presented^ who must not know the 
game, is then introduced, kneels and kisses the 
king's hand and the queen's. They compliment 
him highly on his virtues and attainments. Finally 
the king points to the gap and desires him to be 
seated. As he obeys, the king and queen rise and 
bow to him. The drapery sinks, dropping him to 
the floor, on which a cushion has been placed to 
receive him, as a sudden jerky fall might hurt 
him. 

STRONG MAN 

One of the largest boys of the group boasts that 
he can lift five boys. Of course the cry goes up 
that he can't. Four players are in the secret. He 
lies on the floor on his back and his four con- 
federates, sitting two on each side, place their legs 
over his body. Somebody who does not know the 
game is induced to throw himself on top of these 
legs, face downward. At a given signal the strong 
man is supposed to lift the five, but instead of 




o 



JOKE GAMES 67 

that the four confederates hold tight to the one on 
top and give him a spanking. 



STRENGTH TEST WITH A GLASS OF 
WATER 

Give a glass of water to a medium-sized per- 
son. Have him hold it in his left hand. Select 
four or five good^ strong persons and have each 
take hold of the left forearm. These persons are 
to be known as strong men^ and the trick is to 
keep the person holding the glass from drinking 
the water. When they are all ready, the one who 
holds the glass of water makes one or two fake 
attempts to get his hand to his mouthy then quickly 
with his right hand he takes the glass of water^ 
turns his head and drinks it. 

— C A. McLaucjlilin, St. Louis, Mo. 

THREADING THE NEEDLE 

The boys, one by one, take a needle and thread 
and with one eye closed thread the needle. The 
one having charge of the game places one of his 
hands over the eye of the contestant, laying the 
other on his forehead. (This hand is to have a 
little lamp black upon it.) After the needle has 
been successfully threaded, the contestant is placed 
in a dark room. When all have played, they are 
allowed to come out into the lighted room. The 



G8 INDOOR GAMES 

expression on the boys' faces as they see the black- 
ened foreheads is amusing. — H, E, Baish, 

TRICK MATCHES 

This stunt may be used on various occasions. 
Have one or two candles in the room lighted. 
Have one that is not lighted^ and when a new 
arrival comes, give him a trick match and ask him 
to light the candle. When he strikes the match it 
will explode like a small firecracker or toy pistol 
cap. It is harmless. The matches may be bought 
at any novelty store at ^ve cents a box. 

WILD ANIMALS 

This game may be played with any number 
of persons. In an obscure corner of a dimly- 
lighted room^ place a looking-glass. Two persons 
in the room are known as the keepers of wild 
animals. When any one enters^ he is asked what 
animal he desires to see. After he mentions the 
name of the animal^ the keeper describes it^ to 
correspond as nearly as possible with the person 
before him. Then he leads his subject to a posi- 
tion in front of the looking-glass and tells the 
other keeper to bring forth the animal called for. 
This is a signal for some one to turn on the lights^ 
and the victim beholds his own image in the 
mirror. 



5. Stunts 



BALANCING 

Place a stick between two chairs, with large 
peach basket hanging from it and a hat or glove 
on the back of one chair. A boy straddles the 
stick, gets his feet into the basket, and as he is 
balancing himself, tries to knock the hat off the 
chair with a cane he holds in his riffht hand. 



CATCH PENNY 

Place on your elbow three or four penny pieces 
in a heap, then drop your elbow very suddenly 
so as to bring your hand rather below the place 
where j^our elbow was and try to catch the money 
before it falls to the ground. A few trials will 
enable you to perform the stunt with the greatest 
facility. [20] 

COIN AND CARD SNAP 

Balance a visiting card on the tip of the middle 
or forefinger. On top of the card place a dime 
or nickel; this should be exactly over the tip of 
the finger and in the middle of the card. Snap 
the edge of the card with a finger of the other 

69 



70 INDOOR GAMES 

hand^ so that the card will be shot from under 
the coin and leave the coin balanced on the 
finger. [30] 

HOTTENTOT TACKLE 

The player is required to cross the arms and 
grasp the left ear with the right hand and the 
nose with the left hand. He is then suddenly to 
release the grasp and reverse the position of the 
hands^ grasping the right ear with the left hand 
and the nose with the right hand. Repeat in quick 
succession. 

JUMPING THROUGH FINGERS 

Hold a stick of wood between the forefingers of 
each hand and^ without letting it go^ try to jump 
over it both forward and backward. You may also 
jump over your middle fingers^ placed together^ 
without touching or separating them with your 
feet. [20] 

KNUCKLE DOWN 

Having placed the toes against a line chalked on 
the floor^ kneel down and get up again without 
using the hands or moving the feet from the line. 

[20] 

KEEP YOUR POSITION 

Get one of the boys to stand against the wall 
with his left (or right) side, cheek, hip and foot 



STUNTS 71 

touching it. Ask him to raise the free leg away 
from him without changing his position against 
the wall. 

LOCOMOTIVE 

Compare a young man just starting in school 
or in business with a heavily loaded train going 
up and down a steep grade. He starts off briskly^ 
saying (as rapidly as possible) " I think I can^ 
I think I can.'' Toward the top of the hill the 
words are said slower and slower^ until^ the very 
summit reached^ they almost stop. Going down^ 
begin to increase speed little by little^ finally rac- 
ing as fast as possible. A little practice makes this 
a very effective stunt. 

LONG REACH 

Chalk a line on the floor and then place the 
toes of both feet on it^ being careful that they do 
not pass beyond. Then throw forward either the 
right or left hand^ only so far that you can easily 
spring back and regain your upright position^ with- 
out moving your feet from the line^ touching 
the floor with your hands in throwing them for- 
ward, or scraping the floor with them in the spring 
back. When you have in this manner ascertained 
the utmost distance to which you can stretch and 
from which you can recover, without scraping the 
hands or altering the position of the feet, you must 
stretch as far forward as you possibly can and, 



72 INDOOR GAMES 

while supporting the body with one hand^ chalk a 
line on the floor with the other. You may, in order 
to bring your body lower^ move your feet back- 
ward from the line marked on the floor and by so 
doing you will be enabled to make a much greater 
stretch than you could otherwise have done. If 
you can manage to chalk two lines^ your own 
length apart^ it is a tolerably good stretchy but 
with a little practice you may chalk considerably 
further than that measure. Some persons^ in per- 
forming this feat^ rest upon their elbows instead 
of their hands. [20] 

LIFTING THE STOOL 

Place a low stool on the floor^ close against the 
wall; face the wall^ with feet distant from it 
just double the width of the stool. Stoop down and 
grasp the stool with one hand on either side^ rest- 
ing the head against the wall. Now lift the stool 
from the floor, and slowly rise to the erect posi- 
tion — or rather, endeavor to do so. It is better 
to try the experiment for the first time on a well- 
carpeted floor. [25] 

RISING WITH ARMS CROSSED 

Cross your arms on your body, lie down on 
your back and then get up again without using 
either elbows or hands in doing so. [^^1 



STUNTS 73 

SKIN THE SNAKE 

Players stand in line at front dress. Each 
player stoops over^ putting his right hand between 
his legs and grasping the left hand of the player 
behind him. At a given signal the last man in 
line lies down on his back^ putting his feet first 
between the legs of the player in front of him. 
The line walks backward, striding over the bodies 
of those behind, each one lying down, or being 
pulled down, in his turn. Upon completing the 
transformation, all are lying on their backs. The 
last man who lies down now rises to his feet and 
strides forward up the line, the rest following as 
fast as their turns come. During all these ma- 
neuvers the grasp of the hands has not been 
broken. Performed rapidly, this presents a pe- 
culiar spectacle, yet is very simple. 

STRONG BOY 

One of the boys holds his hands across his 
breast with his elbows pointing straight to the 
right and left, the tips of his fingers being pressed 
together firmly. Let another boy try to pull the 
fingers apart by taking hold of the arms and 
pulling straight to the right and left. 



74 INDOOR GAMES 

THROWING THINGS 

Have a boy mount a small table or stool^ and 
throw a quoit^, ball or bean-bag the greatest pos- 
sible distance^ without losing his balance. The ob- 
ject may be thrown backwards over the shoulder^ 
if preferred. Another diversion is to hold the 
object firmly between the ankles and throw it over 
the head from behind. 



TONGUE TWISTERS 

The leader gives out a sentence from those that 
follow^ and each repeats it in turn^ any player 
who gets tangled up in the pronunciation having 
to pay a forfeit: 

A haddock! A haddock! A hlack-spotted had- 
dock; a black spot on the black back of the black- 
spotted haddock. 

She sells sea shells. 

She stood at the door of Mr. Smith's fish-sauce 
shop, welcoming him in. 

The sea ceaseth and it sufficeth us. 

Six thick thistles stick. 

A growing gleam glozmng green. 

Robert Rowley rolled a round roll round; a 
round roll Robert Rowley rolled round. Where 
rolled the round roll Robert Rowley rolled round? 

Strict, strong Stephen Stringer snared slickly 
six sickly, silky snakes. 

The flesh of freshly fried flying fish. 



STUNTS 75 

Hohhs meets Snohhs and Nobbs; Hobbs bobs 
to Snobbs and Nobbs; Hobbs nobs with Snobbs 
and robs Nobbs's fob, '' This is," says Nobbs, 
'' the worse for Hobbs' jobs," and Snobbs sobs, 

[25] 
TRIUMPH 

The hands are placed palm to palm behind the 
back with the fingers pointing downward and 
thumbs next to the back. With the tips of the 
fingers close to the back and the palms still to- 
gether^ the hands are turned inward and upward 
until the tips of the fingers are between the. shoul- 
ders^ pointing upward toward the head, and the 
thumbs outside. [30] 

WORD COUNTING 

Ask for volunteers to repeat a verse or jingle, 
stating the serial number of each word. For ex- 
ample, " Yankee-one, Doodle-two,'' etc. The repe- 
tition must be made, of course, as rapidly as possi- 
ble. The player often becomes confused and much 
merriment follows. 

YOURS, FOR THE PICKING 

Get one of the boys to stand with his back 
against the wall and his heels also touching it. 
On the floor in front of him place a five-cent piece 
about a foot away from his toes, and then request 
him to stoop over and pick up the nickel without 
moving his heels away from the wall. If he can 
pick it up, the nickel is his. 



6. Games with Pencil and 
Paper 



ADJECTIVES 

A slip of paper and a pencil are given to each 
player^ who must then write down a number of 
adjectives. When the slips are collected^ the 
principal player takes them and reads out a short 
story^ substituting the adjectives on the slips for 
those already in the story. The adjectives must be 
taken as they come and not picked out to suit the 
story. The result is sometimes very laughable^ as^ 
for instance: '' The pretty rhinoceros is a very 
amiable animal. It is very attractive in its habits^ 
and lives near lakes or rivers. Its delicate skin is 
so soft that special bullets are needed to pierce 
it^ " etc. [14] 

ANIMAL SHOW 

Pass around to the boys slips of paper contain- 
ing each a number and the name of some animal. 
Each one must keep secret what his animal is to 
be. Have prepared a basket of vegetables^ pota- 
toes^ beets, carrots and fruits^ lemons^ bananas^ 
etc.; from which the boys can take their choice^ 

76 



PENCIL AND PAPER GAMES 77 

to make their animals. Plenty of toothpicks must 
be provided for the legs^ ears and tails. Allow 
ten minutes for constructing the creatures. Then 
collect the specimens^ pinning a number corre- 
sponding to the one on the slip to its back^ and 
arrange the "show'' on a table. The boys^ hav- 
ing received pencils and paper^ should be told 
to write down the number of each animal, and 
opposite it what the animal is intended to repre- 
sent. A prize can be given to the one who has 
guessed the greatest number correctly. [H] 

BEHEADING WORDS 

Give each boy a pencil and a printed or type- 
written list of the following questions. Twenty 
minutes' time is allowed for beheading the words 
(cutting off the first letter). 

1. Behead a body of water and leave a bird. 

2. Behead a bird and leave a vessel. 

3. Behead a grain and leave a cooling substance. 

4. Behead an animal and leave a grain. 

5. Behead an article of furniture and leave a 

covering of animals. 

6. Behead an animal and leave part of the head. 

7. Behead a heavenly body and leave a roamer 

of the sea. 

8. Behead a drinking utensil and leave a female. 

9. Behead a small talk and leave an article of 

wearing apparel. 
10. Behead a musical instrument and leave one.. 



78 INDOOR GAMES 

11. Behead a part of a building and leave the 

whole of everything. 

12. Behead a term of endearment and leave a 

portion of the head. 
IS. Behead a wild cry and leave a boy's play- 
thing. 

14. Behead to twist and leave an article of 

jewelry. 

15. Behead a punishment and leave a portion of 

a tree. 

Answers 



1 


. Brook, 


, 2. 


Lark. 


3. 


Rice. 


4. 


Goat. 5. 


Chair. 6. : 


Bear. 


7. Star. 


8. Glass. 


9. Chat. 


10. 


Flute. 


11. 


Hall. 


12. 


Dear. 


13 


. Whoop. 


14. 


Wring. 


15. 


Flog. 








[29] 



BOTANICAL PUZZLE 

Write the following questions on cards cut in 
the shape of apples or pumpkins. A cabbage or 
squash hollowed out and filled with bonbons makes 
a suitable prize. 

1. What vegetable may be found in a boat? 

Leeks. 

2. What flower appears on the face of a clock 

twice in twenty- four hours ? Four o'clock. 

3. What plant does a shepherd watch? Flocks 

(phlox). 

4. A traveling Israelite? Wandering Jew. 

5. Found in historical works ? Dates. 

6. A body of water? Bay. 



PENCIL AND PAPER GAMES 79 

7. Found on a ship? Ragged sailor. 

8. In royalty's cap? Prince's feather. 

9. In my watch? Thyme. 

10. What opens at dawn? Daisy (day's eye). 

11. In the alphabet? L M (elm), U (yew). 

12. In a book? Leaves. 

13. In the water? Currants. 

14. How does a dandy look? Spruce. 

BOX GAME 

The following questions, written upon paper, 
are given to the boys, who must write the answers. 

Questions 

1. A transportation box? 

2. An impudent young box? 

3. A growing box? 

4. A church-going box? 

5. An athletic box? 

6. A crawling box? 

7. An attractive box for girls? 

8. A *' bad habit " box? 

9. An infant box? 

10. A box that's worn? 

11. A physician's box? 

12. A musician's box? 

13. A playgoer's box? 

Answers 

1. Box car. 2. Sauce box. 3. Box elder. 
4. Contribution box. 5. Box-er. 6. Box-turtle. 



80 INDOOR GAMES 

7. Bonbon box. 8. Tobacco box. 9. Rattle 
box. 10. Box coat. 11. Pill box. 12. Music 
box. 13. Theater box. [29] 

CELEBRITIES 

Cut from papers and magazines pictures of 
artists^ authors^ statesmen^ etc.^ and paste them on 
pieces of cardboard about 12 by 14 inches^ num- 
bering each face distinctly. Place cards about 
the room. Each boy is supplied with a paper 
upon which are numbers corresponding to those 
on the cards. A certain amount of time is allotted 
for the guessing^ after which whoever has the 
largest number of correct names is given a photo- 
graph of a famous picture by one of the artists or 
a book by one of the well-known authors. This 
game may be varied by using pictures of build- 
ings^, advertisements^ etc. [6] 

CORN AND BEANS 

A large number of cards are provided with 
questions in arithmetic^ geography^ history^ or 
whatever you like^, written upon them. Cards 
corresponding to these bear the answers. The 
leader reads the questions. Whoever holds the 
answer must cry: '* Corn ! '' The others cry: 
" Beans ! '' If the one having the correct answer 
card cries " Corn ! '' before any one else cries 
" Beans ! " he scores a point. Corn and beans may 
be used as counters. [13] 



PENCIL AND PAPER GAMES 81 

DATES 

Dates of important events are read aloud^ and 
the boys write the corresponding events upon a 
slip of paper. The dates should be chosen with 
some reference to work done by the boys in school 
or in some church or club study classes. 

DICTIONARY 

Make all words possible out of the letters of a 
large word^ such as : Collections^ Backgammon, 
Dominoes, Logomachy. [13] 

DISGUISED CAPES 

Cards with printed sentences upon them are 
given to each boy to guess the capes described. 

1. A parting cape (Farewell). 

2. A musical cape (Horn). 

3. A fishy cape (Cod). 

4. An encouraging cape (Good Hope). 

5. A royal cape (Prince of Wales). 

6. A monthly cape (May). 

7. A green cape (Verde). 

8. A black cape (Sable). 

9. A fruitful cape (Orange). 

10. A boy's cape (Charles or Henry). [29] 

DISGUISED CITIES / 

Obtain the following list of things, and place 
them on a table, numbered, and give the boys paper 



82 INDOOR GAMES 

and pencil on which to write the cities they repre- 
sent. A prize goes to the most successful. 

1. A small pebble (Little Rock). 

2. A shallow dish of salt water sunken in a dish 

of earth (Salt Lake). 

3. A bottle of perfume (Cologne). 

4. A bell tied by a slender cord to a pencil 

(Belfast). 

5. A can^ with a bit of paper marked 2^000 lbs. 

pasted on it (Canton). 

6. A small piece of Bristol board (Bristol). 

7. A doll's sofa (Davenport). 

8. An orange^ with a large E. fastened upon it 

(East Orange). 

9. A flint-rock (Flint). 

10. A peanut shell (Hull). 

11. A key placed upon a slip of paper, upon which 

is written the word ** West '' (Key West). 

12. A fine straw hat (Leghorn). 

13. A roll of common brown wrapping paper 

(Manila). 

14. A new Noah's Ark (Newark). 

15. A number of periodicals (Reading). 

16. A cigar (Havana). 

17. A bit of red pepper (Cayenne). 

18. A portion of a Brussels carpet (Brussels). 

19. A portrait of Washington (Washington). 

20. A sprig of elm (Elmwood). [29] 



PENCIL AND PAPER GAMES 83 

DISGUISED AUTHORS 

The boys receive slips of paper^ with the fol- 
lowing sentences, from which the names of the 
authors are to be guessed. 

1. To quiver and a weapon of warfare (Shake- 

speare). 

2. Results of contact with fire (Burns). 

3. Not shorty and a companion (Longfellow). 

4. Never slow (Swift). 

5. A preserved meat (Bacon). 

6. A slang expression (Dickens). 

7. To pack away (Stowe). 

8. A general in the Mexican War (Scott). 

9. A head covering (Hood). 

10. Not far away (Nye). 

11. Unsettled water (Riley). 

12. A species of tree (Hawthorne). 

13. What a boy says after having a piece of 

pie (Moore). 

14. Not high, and a letter of the alphabet 

(Lowell). [29] 

DISGUISED GENERALS, COMMODORES 
AND ADMIRALS 

Slips of paper with the following clues are 
handed the boys to guess the names in parenthesis. 

1. What officer is like foliage on a summer's 

morning? (Dewey.) 

2. What officer is always punctual? (Early.) 



84 INDOOR GAMES 

S, What officer is a portion of an animal? 
(Bacon.) 

4. What officer is found in a ship? (Hull.) 

5. What officer is a carnivorous animal? 

(Wolfe.) 

6. What officer represents the par value of an 

article? (Price.) 

7. What officer is a tower of strength? (Samp- 

son.) 

8. What officer bestows favors? (Grant.) 

9. What officer sounds his own praise? (Bragg.) 

10. What officer is found in the dining-room? 

(Butler.) 

11. What officer represents part of the body? 

(Foote.) 

12. What officer is found in a fence? (Gates.) 

13. What officer is hearty? (Hale.) 

14. What officer is the head of a church? (Pope.) 

15. What officer makes a good head covering? 

(Hood.) [29] 

DISGUISED VEGETABLES 

The following sentences, written upon paper^ 
are handed to each boy^ to guess the kind of 
vegetable each represents. 

1. What a lady said to a tramp (Man-go). 

2. What Boston is noted for (Beans). 

3. What a young lady said to her lover, who 

urged a secret marriage (Canteloupe). 

4. A name applied to the heads of some dull 

people (Cabbage). 



PENCIL AND PAPER GAMES 85 

5. A grain tliat grows without planting, and is 
often of the running variety. It does not 
need a large field, — one foot is enough 
(Corn). [29] 

DISH OF DATES 

Pencils and paper are provided with the fol- 
lowing — without the words in parenthesis — 
upon the top of each sheet. Answers are to be 
written below. 

1. An office-seeking date (Candidate). 

2. An overflowing date (Inundate). 

3. A fear-inspiring date (Intimidate). 

4. An obliging date (Accommodate). 

5. A date that adjusts and settles (Liquidate). 

6. A date that brings together (Consolidate). 

7. A date that makes everything clear (Eluci- 

date). 

FAMOUS NAMES 

Provide papers numbered one to twenty, with 
a pencil for each guest. On a table have twenty 
objects, correspondingly numbered. Tell those 
present that they represent famous men. Allow 
time for each to find out who he is. For prizes 
a small bust of one of the men represented, a book 
by one of the authors, or a framed photograph 
is suitable. 

1. A steel pen (Penn). 

2. A piece of earth (Clay). 

3. A cliestnut burr (I^urr), 



86 INDOOR GAMES 

4. A slice of bacon (Bacon). 

5. A dinner-bell (Bell). 

6. A bone broken in two pieces (Bonaparte). 

7. Map of Italy showing the Po River (Poe). 

8. Porter bottle (Porter). 

9. Picture of Red Riding Hood and the Wolf 

(Wolfe). 

10. Oyster shells (Shelley). 

11. Lady's hood (Hood). 

12. Pictures of lion and baby with mouths open^ 

evidently emitting howls (Howells). 

13. Advertising pictures of houses for sale 

(Holmes). 

14. A column of figures and a toy bus (Columbus). 

15. A small tent fixed as if for a bazaar (Booth). 

16. II (Twain). 

17. A coffee-mill and a box marked '' 20 cwt." 

(Milton). 

18. A bag or toy wagon marked '' 2^000 " (Fulton) 

19. A letter *' L '' on a toy boat (Eliot — L 

yacht). 

20. A rose lying on a piece of felt (Roosevelt). . 

FAMOUS NUMBERS 

Provide pencils and paper. Everybody writes 
a number on his slip. The papers are collected^ 
mixed up^ and each player draws one^ naming 
something or some one suggested by that number. 
The one who is unable to name anything must pay 
a forfeit. 



PENCIL AND PAPER GAMES 



87 



Suppose No. 1 has 4, he will say^ '' My number 
is 4. The Declaration of Independence was signed 
on the Fourth of July." No. 2: *' My number is 
13; there are thirteen stripes in our flag/' No. 3: 
** My number is 60; there are 60 minutes in an 
hour.'* [1] 

FEAST OF FRUIT PIE 

Provide pencils^ paper and typewritten lists like 
the following for each boy. The following list of 
words is made of jumbled letters^ or what is 
known as printer's '' pi." The host explains that 
the letters when properly arranged will form a 
variety of fruit. 





Questions 




Answers 


I. 


Capeh. 


1. 


Peach. 


2. 


Aaabnn. 


2. 


Banana. 


3. 


N raeog. 


3. 


Orange. 


4. 


Ntocacuo. 


4. 


Cocoanut. 


5. 


Calbkrybre. 


5. 


Blackberry. 


6. 


Yedrebrw. 


6. 


Dew-berry. 


7. 


Repa. 


7. 


Pear. 


8. 


Pmul. 


8. 


Plum. 


9. 


Nelmo. 


9. 


Lemon. 


10. 


Wrsbyrtare. 


10. 


Strawberry. 


11. 


Tarcurn. 


11. 


Currant. 


12. 


Lappenipe. 


12. 


Pineapple. 


13. 


Rechyr. 


13. 


Cherry. 


14. 


Prage. 


14. 


Grape. 


15. 


Gif. 


15. 


Fig. 


16. 


Beat. 


16. 


Date. r 



[291 



^4 



88 INDOOR GAMES 

GAME OF STATES 

Cards bearing the questions are passed. The 
answers are all abbreviations of the states. 

Questions 

1. Which state would Noah prefer? 

2. Which one is preferred by Catholics? 

3. Which one is *' as good as a mile"? 

4. Which is '* mightier than the sword " ? 

5. Which do people dread to be? 

6. Which does No. 5 require? 

7. Which is equal to two five-dollar gold pieces? 

8. Which is worth nothing? 

9. Which is an expression of sadness? 

10. Which one means to read carefully? 

11. Which is used by musicians? 

12. Which is unmarried? 

13. Which is sought by miners? 

14. Which is a Chinese industry? 

15. Which will a courteous person mention last? 

Answers 

1. Ark. 2. Mass. 3. Miss. 4. Penn. 5. 111. 

6. Md. 7. Tenn. 8. O. 9. Alas. 10. Conn. 

11. La. 12. Miss. 13. Ore. 14. Wash. 15. 

Me. [29] 

HISTORY 

Each writes the name of a country or person 
upon a piece of paper. These are shuffled and dis- 



PENCIL AND PAPER GAMES 89 

tributed. Each must write an account of the place 
or person falling to him. [13] 

HISTORICAL PICTURES 

Draw pictures illustrating some event of his- 
tory. Exchange and guess the events intended. 

[13] 
HIDDEN BIRDS 

Slips of paper containing the following sen- 
tences are passed to the boys. They are to find 
the hidden birds. 

* 1. The path through the meadow leads to the 
mill (Owl). 

2. Are all arks built alike? (Lark). 

3. How rents have advanced! (Wren). 

4. Oh ! awkward boy^ how could you be so care- 

less ? (Hawk). 

5. Did they rob in daylight? (Robin). 

6. Have you read Gulliver's Travels? (Gull). 

7. She looks wan and pale (Swan). 

8. They both rushed away in silence (Thrush). 
^ 9. The crown and glory of life is character 

(Crow). 

10. He broke the reed in half-inch lengths 

(Finch). 

11. He swallowed the medicine easily (Swallow). 

12. I made known to her a venerable friend of 

mine (Raven). 

13. Do venture a little farther (Dove). 
11. I met her on the beach (Heron). 



.^ 



90 INDOOR GAMES 

15. Does the pup love Ruth? (Plover). 

16. This song will be a glee (Eagle). 

17. Maj. Ayers is a handsome man (Jay). 

18. The celebration began at dawn (Daw). 

19. He found in grammar tiny words for great 

uses (Martin). 

20. Can a rye field produce such sorrow? 

(Canary). [29] 

HIDDEN GEMS 

Slips of paper with the following sentences at 
the top are given to the boys to discover the gems. 
Each sentence contains a gem. 

1. He was oh! so pallid (Opal). 

2. You must get up early (Pearl). 

3. I will rub your hands (Ruby). 

4. The wind blows and I am on deck (Diamond). 

5. Five cents per pound is the price of sugar 

— -net price (Garnet). 

6. Look ! On top ! A zebra is walking there ! 

(Topaz). [29] 

HIDDEN FLOWERS 

Pencil and paper are provided for each boy^ also 
a list of the following questions^ the answers to 
which are flowers. 

1. Flowers often sought in vain by young gentle- 

men (Tulips). 

2. A fashionably dressed man and a beast of 

prey (Dandelion). 



PENCIL AND PAPER GAMES 91 

3. A flower much used by cooks (Buttercup). 

4. What a lover called his rival (A coxcomb). 

5. A boy's delight in winter (Snowball). 

6. A warm- weather friend (Palm). 

7. What young women are said to be anxious to 

wear (Orange Blossoms). 

8. What women tread under foot (Lady's slip- 

per). 

9. A token of remembrance (Forget-me-not). 

10. A way for a poor man to get rich quick 

(Marigold). 

11. Late afternoon (Four-o'clock). 

12. A balm for sorrow (Heart's ease). 

13. What a father said to his son early in the 

morning (Johnny Jump-up). [29] 

HIDDEN TREES 

Each of the following sentences contains a hid- 
den tree. Pass slips of paper to the boys on which 
to write the names of the trees. 

1. The man stood at the helm (Elm). 

2. They will reap each field in turn (Peach). 

3. 'T is gloomy since dark has fallen (Cedar). 

4. Tall arches were placed along the street 

(Larch). 

5. The pin entered his hand (Pine). 

6. He appeared to be in great pain (Pear). 

7. Nancy pressed many beautiful flower speci- 

mens (Cypress). 

8. Come, boys, let us go a kite-flying (Oak). 



92 INDOOR GAMES 

9. The sash was badly torn (Ash). 
10. For this favor he will owe you gratitude 
(Willow). 

HOW MANY.^ 

Place on a table a row of baskets^ jars^ tumblers^ 
etc.^ filled with articles of about the same size — 
beans^ pebbles^ apples^ nuts^ etc. Provide pencil 
and paper and compare the guesses with the known 
contents. 

IMPROMPTU NEWSPAPER 

The making of a newspaper may not be amusing 
in itself^ but a game based on it is delightfully so. 
Sheets of paper are passed around^ bearing the 
names of different departments of a daily paper. 
The editor is chosen by vote and he appoints his 
staff. 

City Editor 



1. 


Telegraph Editor (news of the outside world 




— revolutions in Turkey^ China^ etc.) 


2, 


Weather Bureau. 


S. 


Letters from readers and answers to corre- 




spondents. 


4. 


Police Courts. 


5. 


Society. 


6. 


Ship News (arrival and departure of famous 




persons^ etc.) 


7. 


Art and Music. 


8. 


Book Reviews. 



PENCIL AND PAPER GAMES 93 

9. Jokes. 

10. Poetry. 

1 1 . Local Items. 

12. Editorials. 

\S. Advertisements. 
14. Fiction. 

All those present not on the staff are reporters 
or contributors. The first edition of the paper 
may be read aloud after thirty minutes of prep- 
aration. 

MODELING 

Provide each player with a card and toothpicks ; 
also a piece of gum, or paraffin, if preferred. If 
gum is used, the host announces that when he 
says '' Ready/' the gum is to be chewed until he 
gives the word to stop. Then each one is to place 
the gum upon the card and with the aid of the 
toothpick model either an animal or a flower, keep- 
ing his selection a secret. Fifteen minutes is the 
time allowed. The cards are collected and placed 
on a table for exhibition. A vote is taken upon 
the best model and a prize is awarded to the 
victor. [1] 

MUSICAL MEDLEY 

Provide each player with pencil and paper. 
Some one who plays the piano well should have 
a list of popular songs ready, to be played in rapid 
succession. When the leader gives a signal, the 
pianist strikes up a tune and continues playing 



94 INDOOR GAMES 

from a part of one song into another until he has 
reached the end of his list. The others write down 
on their papers the names of the songs. A prize 
may be awarded to the one guessing the greatest 
number. [ 1 ] 

NOVELS 

Each writes a part of a story^ one beginning 
where another left off^ and the story is read 
aloud when completed. 

OBJECT GUESSING 

Each player receives a slip of paper and pencil. 
The leader begins by saying: *' Guess how high 
the door is." ** Guess how thick that book is." 
*' Guess how tall Mr. Blank is." " How far does 
this chair stand from the floor? " 

He allows a few seconds after each question for 
the players to write their answers. After twenty 
or more guesses^ each paper is passed to the right- 
hand neighbor for correction. The leader then 
measures each article^ person^ or things with a 
tape measure, and the guesses on the lists are 
checked off. The one having a correct list deserves 
a reward. [1] 

PARLOR FORTUNE TELLING 

Any one desiring to have his fortune told must 
be provided with a numbered piece of paper and 
a pencil. The fortune-teller^ without reading any 



PENCIL AND PAPER GAMES 95 

of the questions, dictates, ** After 1, write 'yes'; 
after 2, any lady's name; after 3, any number; 
after 4, any period of time;'* etc. After all 
answers are written, the fortune-teller reads out 
the questions, each being followed by the answer, 
read by the one who wrote it, who learns for the 
first time the question he has answered. 

1. Have you a favorite? Yes. 

2. What is her name.^ A lady's natne. 

3. How old is she.^ A number of years. 

4. How long have you known her.^ Period of 

time. 

5. Is she aware of your affections ? Yes or No. 

6. Docs she return it.^ Yes or No. 

7. What is the difference in your ages? A 

number. 

8. What color are her eyes ? A color. 

9. What color is her hair? A color. 

10. How many teeth has she? A number. 

11. What color are they? A color. 

12. Is she pretty? Yes or No. 

13. What shape is her nose? A shape. 

14. How wide is her mouth? A measure. 

15. What fortune has she? A sum of money. 

16. How much a year does she spend on dress? 

A sum of money. 

17. Do you love her for herself alone? Yes or 

No. 

18. What is her greatest virtue? A virtue. 

19. What is her greatest fault? A fault. 

20. Have you had any rivals ? Yes or No. 



96 INDOOR GAMES 

21. To whom did jovl make love before Miss ? 

Lady's name. 

22. Have you ever made any offers? Yes or No. 

23. How many times have you been accepted.^ 

A number. 

24. How many have refused? A number. 

25. How much a year will you give your wife for 

housekeeping? A sum of money. 

26. How many times a week will you bring home 

friends to dinner? A number. 

27. Do you consider yourself fortunate in winning 

Miss ? Yes or No. 

28. Do you intend to become a model husband? 

Yes or No. 

29. Where do you mean to live? Name of a place. 
SO. Will you be content to give up your bachelor 

associations ? Yes or No. 
31. Should you be disappointed if the match were 
broken off? Yes or No. 



PARTING OF THE WAYS 

The players are provided with pencils and sheets 
of paper^ and the leader^ after telling the limit of 
time allowed — usually ten minutes — announces 
a word which each proceeds to inscribe at the top 
of his or her paper as a starting-point. Then, in 
perfect silence, each writes down in a column under 
this word a series of others suggested by it — that 
is, the second is to be suggested by the first, and 
the third by the second, and so on, a definite train 



PENCIL AND PAPER GAMES 97 

of thouglit being followed. At the end of the 
allotted time the papers are handed to the leader^ 
who reads them aloud. Guesses as to the author- 
ship may be requested. It is possible for two boys 
to start at the word '* Boston " and finish as may 
be seen from the subjoined examples: 

1. — Boston 2. — Boston 

Culture Beans 

Evolution Pork 

Monkey Stockyards 

Africa Chicago 

Stanley Great fire 
Heroic Expeditions . Heat 

North Pole Equator 

PATCHWORK ILLUSTRATIONS 

For this game it is necessary for the host to 
collect beforehand a large number of pictures from 
magazines or papers^ including the advertisements. 
These are placed in the center of a table, around 
which the players are seated. Each one present 
is provided with a paper, at the top of which is 
written a quotation. The host announces that each 
player is to illustrate his quotation with the pic- 
tures provided. The pictures are pasted on the 
papers, and if necessary, a background may be 
made with pencil or pen and ink. The papers 
are then arranged on a table for inspection and a 
prize is awarded for the best illustration. [1] 



98 INDOOR GAMES 

PICTURE MAKING 

Provide the players with pencil and paper. All 
sit in a circle. The leader announces that pic- 
tures are to be drawn in this manner: 

First. Draw a head (either animal or human) ; 
fold the paper; pass it to the right. 

Second. Draw a neck^ shoulders^ and arms; 
fold and pass. 

Third. Complete the body; fold and pass. 

Fourth. Draw skirt or trousers ; fold and pass. 

Fifth. Draw the feet; write a name^ either of 
some one present or of some noted person. 

The papers are folded and passed after each 
drawing and the last time they are all opened and 
passed around to be inspected and laughed over. 

PROGRESSIVE PUZZLES 

Cards are cut into various shapes and given to 
each player. The first who gets a puzzle has a 
mark to his credit. He passes the puzzle on to 
the next boy^ etc. The one getting the greatest 
number right in twenty minutes gets a prize. 

QUESTIONS AND ANSWERS 

Each player is furnished with a pencil and two 
slips of paper. On the lirst slip a question has 
been written, which is read by the player. The 
slips are then collected and put into a bag or 
basket. The players write answers on their blank 



PENCIL AND PAPER GAMES 99 

slips. These are put into a different bag and the 
two bags are then well shaken and handed round 
to the company. Every one draws a question and 
an answer^ and must then read the two out to the 
company. The result is sometimes very odd, for 
instance: 

Questions Answers 

Do you like roses .f* Yes, with mustard. 

Where have you been O ask some other fly. 

this summer.^ 

Do you like beef? Not so well as violets. 

Do you like spiders? In Halifax. 

RING GAME 

Write the following list of questions on paper 
and hand to each one present, giving them thirty 
minutes for answers. 

Questions 

1. A ring where fortunes are made and lost? 

2. A ring prized by young ladies? 

3. A ring that ties knots ? 

4. A ring prized by infants ? 

5. A ring that captivates? 

6. A ring that flies ? 

7. A ring made of men? 

8. A ring found in dining-rooms? 

9. A ring used in cooking? 

10. The ring most admired by society ladies? 



100 INDOOR GAMES 

1 1 . The ring loved by children ? 

12. A washerwoman's favorite ring? 

13. A ring that hears many secrets? 

14. A ring worn by some uncivilized people? 

15. The clown's ring? 

16. The ring with authority? 

Answers 

1. Prize. 2. Engagement. 3. Weddings 4. 
Teething. 5. Ringlet. 6. Ring-dove. 7. Politi- 
cal. 8. Napkin ring. 9. Muffin ring. 10. Dia- 
mond. 11. Ring-Around-Rosy. 12. Wring-er. 
13. Ear-ring. 14. Nose-ring. 15. Circus ring. 
16. Ring-leader. [29] 

QUOTATIONS 

Familiar quotations are neatly written upon 
cards. These are drawn and the author guessed. 
Whoever succeeds retains the card as his own. Or 
the name of an author may be written and the 
quotation be required. [1^] 

RHYMING GAME 

Slips of paper are passed around. A line of 
poetry is written on one line^, folded over and 
passed to the next boy. who writes a stanza to 
rhyme with the last word. These are to be read 
aloud. 



PENCIL AND PAPER GAMES 101 

STATE LINES 

Prepare pieces of cardboard^ on each of which 
is drawn the outline of a State^ without the name. 
The State capitals are written on separate pieces 
of paper. The cards and slips are handed out 
haphazard. The object of the game is to find the 
State to which the capital belongs^ or vice versa. 
The one who succeeds in locating his capital first 
is the winner. [1] 

SEEING AND REMEMBERING 

Fill a table with all sorts of things — books, 
gloves, dolls, pins, scissors, food, etc. Keep the 
table covered until ready for use. Then remove 
the cover and let the boys march around it three 
times, touching nothing on it, simply looking. The 
cover is replaced, and each one takes a pencil 
and paper, on which he writes down as many 
things as he can remember having seen on the 
table. The one who has the largest list of correct 
names receives a prize. The objects may be auc- 
tioned off afterwards. [1] 

TELEGRAMS 

Provide the players w^ith pencil and paper. 
Each one writes on his piece of paper ten letters 
of the alphabet in any order, using no letter twice. 
The papers are then passed to the right, and each 
one is requested to write a telegram, using the ten 



102 INDOOR GAMES 

letters for the beginning of the ten words^ in the 
exact order given. The papers are then passed 
again_, and the telegrams are read aloud. [ 1 ] 

TEA GAME 

Slips bearing the following questions are passed 
to the boys^ who are to supply the answers. 

Questions 

1. " The soul of wit".?* 

2. '* The best policy "} 

3. ''Never faileth".^ 

4. Possession of gossips ? 

5. Power^ heat and light? 

6. A pretty girl's temptation? 

7. A criminal's dread? 

8. " The Four Plundred "? 

9. No end? 

10. Our national possession? 

11. *' The mother of invention "? 

12. What each day brings? 

13. "The spice of life"? 

1 4. Pleasing the eye ? 

15. Quick at rejDartee? 

16. Freedom from danger? 

17. Great speed? 

18. '' Three in one "? . 

19. Brotherhood? 

20. Merriment? 



PENCIL AND PAPER GAMES 103 

Answers 

1. Brevity. 2. Honesty. 3. Charity. 4. Curi- 
osity. 5. Electricity. 6. Vanity. 7. Captivity. 
8. Society. 9. Eternity. 10. Liberty. 11. Ne- 
cessity. 12. Dut}^ 13. Variety. 14. Beauty. 

15. Witty. 16. Safety. 17. Velocity. 18. Trinity. 
19. Fraternity. 20. Jollity. [29] 

THINGS FOUND ON A LINCOLN PENNY 

1. A messenger (One cent). 

2. An article of diet (Barley). 

3. A standard of counting (Unit). 

4. A country (United States). 

5. A fruit (Date). 

6. A continent (America). 

7. An animal (Hare). 

8. An element of decay (Rust). 

9. An architectural structure (Bridge). 

10. Yourself (Eye). 

11. A flower (Tulips). 

12. A student (Pupil). 

13. A building (Temple). 

14. Two articles of apparel (Coat^ Collar). 
\5, The supreme being (God). 

16. A boy's name (Bert, Berty or Ted). 

17. Several negative answers (Nose). 

18. The top of a hill (Brow). 

19. A musical instrument (Drum). 

20. Part of a river (Mouth). 



104 INDOOR GAMES 

21. The result of a closely contested game (Tie). 

22. Freedom (Liberty). 

23. A beverage (Tea). 

— R, Ben Jachson, 

THINGS IxV A BOY'S POCKET 

Get a pair of boy's knickerbockers and place in 
them fifteen to twenty articles usually found in a 
boy's pocket. The group must guess the articles 
in the pocket and write them down on paper^ then 
check each list by the articles. The one whose 
list is most nearly correct is the winner. 

TWISTED FISH 

The boys are given slips or paper with the fol- 
lowing words to untwist into the names of fish: 



1. 


Lee (Eel). 


8. 


Laehw (Whale). 


2. 


Utort (Trout). 


9. 


Odrws (Sword). 


3. 


Sasb (Bass). 


10. 


Kshar (Shark). 


4. 


Hercp (Perch). 


11. 


Pkericle (Pickerel) 


5. 


Uns (Sun). 


12. 


Tea (Cat). 


6. 


Kermacel (Mack- 


IS. 


Rpac (Carp). 




erel). 


14. 


Lodg (Gold). 


7. 


Kipe (Pike). 


15. 


Ogd (Dog). 



TWISTED FLOWERS 

Make a list on the principle used in the pre- 
ceding game. 



PENCIL AND PAPER GAMES 105 

TREE TEST GAME 

Slips are passed to each boy^ with the following 
questions for him to answer in thirty minutes: 

Questions 

1. What is the double tree? 

2. What tree is nearest the sea? 

3. Name the languishing tree? 

4. What tree will hold things? 

5. What tree will keep you warm? 

6. The Egyptian plague tree? 

7. The tree we offer friends^ in greeting? 

8. The tree found in some churches? 

9. The tree used in wet weather? 

10. The tree used in Idssing? 

11. The tree used in a bottle? 

12. The fisherman's tree? 

13. A tree that belongs to the sea? ( 

14. A tree used to describe pretty girls? 

15. An emblem of grief? 
^Q. The sweetest tree? 

17. A tree used by carpenters for securing straight 

lines and by sailors for sounding? 

18. A tree worn in Oriental countries? 

Answers 

1. Pear. 2. Beech. 3. Pine. 4. Box. 5. 
Fir. 6. Locust. 7. Palm. 8. Elder. 9. Rub- 
ber. 10. Tulip. 11. Cork. 12. Basswood. 13. 
Bay. 14. Peach. 15. Weeping Willow. 16. Ma- 
ple. 17. Plum. 18. Sandal. [29] 



106 INDOOR GAMES 

WHAT A WATCH SUGGESTS 

Hang a watch in a conspicuous place and ask 

for written answers to the following: 

1. Support of a flower? (Stem.) 

2. The collected books of an author? (Works.) 

3. What most people look out for? (Number 1.) 

4. A company? (2.) 

5. A crowd? (3.) 

6. Always found in a circus? (Ring.) 

7. A summer flower? (Four o'clock.) 

8. Something used before? (Second hand.) 

9. What a policeman should do? (Watch.) 

10. Insects? (Ticks.) 

11. Kept by a secretary? (Minutes.) 

12. Wedding anniversary? (Crystal^ Silver or 

Gold.) 

13. Every one has all there is^ but many say they 

have none? (Time.) 

14. Decided in court? (Case.) 

15. What we give to our friends? (Hands.) 

WHO IS IT? 

Photographs of famous people^ labeled with 
names that do not belong to them^ may be handed 
about for correction. What seems at first glance to 
be a single act of adjustment calls for considerable 
study and a good memory. The portraits of 
Wagner, Beethoven^ Paderewski^ Rubinstein^ Glad- 
stone^ TennysoU;, Scott^ and others may be chosen. 

[11] 



7. Alert Group Games 



BASEBALL BUZZ 

This is the old game of buzz^ played in imi- 
tation of baseball. In buzz, a number is selected 
which, with its multiple, is not to be repeated as 
a company of players count in turn the numbers 
from 1 up ; but, instead of which, '' buzz '' is to 
be said. If 4 be the number, the players, seated 
in a circle, will say: " 1, 2, 3, buzz, 5, 6, 7, buzz,'' 
etc. In this game, the players, who may be 
eighteen or less, are on two even sides. The 
chairs, for one side, are arranged in relative posi- 
tion like the diamond of a ball field. The other 
side is seated in a row in a position corresponding 
to the batter's bench. The man at the bat goes and 
stands at the ** plate." The numbers are now re- 
peated in turn down the bench and around the 
bases and field, the *' buzz " number being selected 
for each inning by the side at bat. If one of the 
sides in the field makes an error, the batter takes 
the next base until he has made a run, which is 
scored. Then another batter takes his place. If 
the batting side makes an error, the batter is out, 
and when three are out the sides exchange places. 

[16] 
107 



108 INDOOR GAMES 

"BEAST, BIRD OR FISH?" 

A member of the party throws to another a 
knotted handkerchief, saying one of the above 
words, and counting up to ten. The catcher must 
answer in the given time the name of some animal 
of the kind required, not already given by some 
other player. Whoever fails to reply while the 
counting is going on is out of the game. After 
the names of common animals are exhausted, the 
game becomes a test of quickness and memory. [2] 

BIRD-CATCHER 

To play this game you must first decide which 
one of the boys is to be the Bird-catcher. Each of 
the other players chooses the name of a bird, but 
no one may choose the owl. All the players then 
sit in a circle with their hands on their knees, 
except the Bird-catcher, who stands in the center, 
and tells a tale about birds, taking care to men- 
tion the ones he knows to have been chosen by the 
company. As each bird's name is called, the owner 
must imitate its note as well as he can, but when 
the owl is named, all hands must be put behind 
the chairs and remain there until the next bird's 
name is mentioned. When the Bird-catcher cries, 
'' All the birds ! " the players must together give 
their various imitations of birds ; should any player 
fail to give the cry when his bird is named, or 
forget to put his hands behind his chair, he has 
to change places with the Bird-catcher. [2] 



ALERT GROUP GAMES 



109 



BLOWING THE FEATHER 

All but one of the players are seated on the 
floor^ around a sheet or tablecloth. This is held 
tight about a foot and a half from the floor, a 
feather being placed in the middle. At a given 




BLOWING THE FEATHER 



signal from the leader the feather is blown from 
one to the other, high and low, never allowed to 
rest once. The player outside runs back and forth, 
trying to catch the feather. When he does suc- 
ceed, the person on whom it rested or to whom it 
was nearest must take his place. [1] 



110 INDOOR GAMES 

BUZZ 

A lively game is " Buzz." The guests are seated 
around the dining table. The one at the head of 
the table begins by saying " One/' the next *' Two/* 
and so on; only the seventh person and every 
multiple of seven must remember to say " Buzz '' 
instead; if they fail to do this they drop out of 
the ring, and the next begins with '* One '' again. 
The point of the game is to remember seven and 
the multiples of seven^ viz.: 14^ 21^ 28, S5y etc. 
The one who holds out the longest is to receive a 
prize; the first to fall out of the ring is awarded 
the booby prize. [11] 

CHARACTERS 

One is selected as *' Guesser." The others make 
remarks to him or question him as though he 
were the character they have in mind^ until he 
can name the person thought of. [13] 

COLIN MAILLARD 

The company seat themselves in a circle^ with 
'' Colin Maillard " in the midst. His eyes are 
carefully bandaged^, and this being done^ the other 
players hastily change places^ so as to put his 
memory of their arrangement at fault. Then he 
walks round the circle, and without first touching 
anybody (which is strictly forbidden) seats him- 
self on the knees of one of the boys. If Colin dis- 



ALERT GROUP GAMES 111 

covers the person on whose lap he is seated^ the 
detected person changes places with him^ but if^ 
on the contrary^ he makes a wrong guess, the com- 
pany w^arn him of it by clapping their hands, and 
he passes on to some one else. A conductor may 
give hints as to the identity of the person whose 
name is to be guessed. [9] 

COMIC CONCERT 

Every one in the company chooses an imaginary 
musical instrument. One may be a violin, an- 
other a piano, a harp, and so on. The leader of 
the band also chooses one, say, the flute. He be- 
gins to play this imaginary instrument, running 
his fingers up and down it and tootling aw^ay in 
representation of the real instrument. As soon 
as he begins, the other players must follow suit; 
the piano player begins to strum an imaginary 
piano, the violin player to wield his bow, and so on 
— not only must the players imitate the actions, 
but also the sounds which proceed from the various 
instruments. 

During the concert the leader will suddenly cease 
playing his flute and commence playing the violin, 
when the violin player must take up the leader's 
discarded flute-playing. Presently the leader will 
change again. A boy who fails to take up the 
leader's instrument must take the leader's place 
and likewise pay a forfeit. [2] 



112 INDOOR GAMES 

COUNTING THE WORDS 

Let some one read aloud half a page from a 
book^ pronouncing the words with moderate rapid- 
ity. As he reads_, let the members of the company 
tr}^ to count his words. The one who comes the 
nearest to the truth in his estimate is judged the 
victor. [1^] 

FIVE MINUTES' CONVERSATION 

The topics are drawn by lot^ from a prepared 
list. Those present must converse with their neigh- 
bors for five minutes on the subject drawn. [13] 

GEOGRx\PHICAL LETTERS 

This game may be played by as many people as 
can be seated comfortably around a dining-room 
table. From a bowl filled with anagram letters 
the leader throws one letter on the table face up^ 
and the player who first calls a geographical noun 
beginning with that letter takes the letter. 

No name may be given twice. When the bowl 
is empty^ each player counts his letters^ and one 
who has the most receives a prize. This game 
may also be played progressively. 

HUNT THE RING 

For this game a long piece of string is required. 
On this a ring is threaded^ and the ends of the 
string are knotted together. The players^ seated 



ALERT GROUP GAMES 113 

in a circle^ place their hands loosely on the strings 
back up, while one of the company^ who is called 
the hunter, stands in the center. The ring must 
be passed rapidly round and round under the hands, 
the players trying to prevent the hunter from find- 
ing out who holds it. As soon as he has done 
this he takes his place in the circle, while the per- 
son under whose hand 'the ring was found becomes 
the " hunter." 

JOHN BROWN'S BODY 

Get some one to play '' John Brown's Body/' 
then leave the last word out each time the verse 
is sung through, until all the words have been left 
out but ** John." When any one sings a word that 
should be left out, he pays a forfeit. [28] 

LAUGH A LITTLE 

The plaj'Crs sit in a circle with one in the middle 
for leader. The leader must be one who laughs 
heartily but can control himself quickly. He be- 
gins the game by throwing a plain, white hand- 
kerchief up in the air, as high as he can, and 
while it is in the air every one must laugh, but 
the minute it touches the floor there must be per- 
fect silence. The leader must catch those who 
are still laughing and send them from the ring. 
The game goes on until every one is out of the 
circle. If there should happen to be one who 



/ 



114 INDOOR GAMES 

does n't laugh when the handkerchief is on the 
floor^ he surely deserves a prize. [1] 

NEW BLIND MAN'S BUFF 

The one who is chosen for the '' blind man " does 
not have his eyes bandaged^ as in the old game. 
Stretch a sheet across a doorway or against one 
end of the room and place a light on a table some 
distance from the sheet. The *' blind man " sits 
on the floor or on a low chair in front of the 
lights facing the sheet; he must be so low down 
that his shadow will not appear on the sheet. 

The boys form a line and march slowly in single 
file between the light and the *' blind man/' who 
is not allowed to turn around. Thus their shadows 
are thrown on the sheet and^ as they pass^ the 
** blind man " must guess who they are. The boys 
may disguise their walk and height^ so as to puzzle 
him. 

As soon as the '' blind man " guesses one cor- 
rectly^ that one takes the place of the " blind man/' 
who joins the procession^ and the game proceeds 
as before. The boys change places frequently so 
that the new '' blind man " shall not know their 
positions. [1] 

NOT I, SIR 

The boys sit in chairs in a circle and are num- 
bered in order. One is chosen to be teacher. He 
turns to some member of his class^ and this con- 
versation takes place: 



ALERT GROUP GAMES 115 

Teacher, ** I heard something about you, No. 
2, sir." 

Pupil, " What, sir, me, sir? " 

Teacher, '* Yes, sir, you, sir.'* 

Pupil, '' Not I, sir." 

Teacher, " Who then, sir.^ " 

Pupil, *' No. 5, sir." 

No. 5 then attempts to ask, '' What, sir, me, 
sir.^ " before the teacher can say " No. 5 to the 
foot." If he fails, he goes to the foot of the class, 
but continues the dialogue with the teacher. The 
player at the head of the class when the game ends 
is declared winner. [5] 

POETICAL BUTTERFLY 

The leader names the rest after flowers, trees, 
birds, etc. Butterfly pretends to fly from one to 
the other^ asking each for his story. Each must 
tell something about the tree or bird he represents, 
a story, legend, fact, quotation, or the like. [13] 

POOR PUSSY 

All the players sit in a circle, one being chosen 
out. This one kneels before each player in turn 
and says in pitiful tones: '* Meow! " Each player, 
when addressed by ** pussy " must say, without 
smiling, *' Poor Pussy." 

" Pussy " addresses each player three times, 
trying her best to make liim laugh. If he does. 



116 INDOOR GAMES 

they exchange places^ but if not^ *' pussy *' moves 
on the next one. [1] 

RUSSIAN GOSSIP 

One reads or tells a little story in a whisper 
to his neighbor. The neighbor repeats^ and so the 
tale goes around the room. The last statement is 
repeated aloud and compared with the original 
story. 

SIMON SAYS 

Seat the boys in a circle and choose one of the 
company to be the leader or Simon. His duty 
is to order all sorts of different things to be done^ 
the funnier the better^ which must be obeyed only 
when the order begins with *' Simon says." As 
for instance^ *' Simon says^ Thumbs up ! " which 
of course all obey ; then perhaps comes " Thumbs 
down ! " which should not be obeyed^ because the 
order did not commence with ** Simon says." 

Each time this rule is forgotten a forfeit must 
be i3aid. 

*' Hands over eyes/' " Stamp the right foot/' 
" Pull the left ear/' etc., are examples of orders to 
be given. [2] 

SIMPLE SIMON'S SILLY SMILE 

All the boys sit in a circle, and one who is known 
to be witty is chosen as leader. He stands in the 
center of the circle and asks the most ridiculous 
questions he can think of. 



ALERT GROUP GAMES 117 

The players when asked any questions must 
always answer^ '* Simple Simon's Silly Smile." No 
other answer will do^, and whoever laughs or fails 
to say it correctly must pay a forfeit. [1] 

SNEEZE 

Assign to each of the boys one syllable of the 
formula " ish/' ** ash/' ** shoo." On a given signal 
each must shout out his syllable as loudly as 
possible^ and a conglomerate sound like a gigantic 
sneeze will be the result. [24] 

SPOON FUN 

All the players but one sit in a circle. He is 
blindfolded and receives a spoon (a large one). He 
stands in the middle of the circle^ then is turned 
around three times^ and told to guess the name of 
the first person he touches with the spoon. He ad- 
vances cautiously until he touches a boy^ over 
whom he rubs the back of the spoon. The players 
must keep perfectly quiet^ but they may assume any 
position to conceal their height and figure. After 
each guess^ places are changed. [1] 

SPELLING BEE 

The old game of spelling bee^ or spelling match^ 
is still popular among the young folks. It can be 
used to advantage after the boys have played some 
active games. Choose sides and spell down the 



118 INDOOR GAMES 

lines alternately. Whenever a player misses he 
leaves the line. The side that is all out first loses. 
Or all may stand in one line. When a player 
misses, he goes to the foot. This may be continued 
as long as may be desirable — not long enough 
to become tedious. 



THE SEA AND HER BOYS 

The players seat themselves in a circle^ leaving 
out one of their number who represents the Sea. 
Each person having assumed the name of some 
fish^ the Sea walks slowly round outside the ring, 
calling the rest one after another by the titles they 
have adopted. Each one^ on hearing his name 
pronounced^ rises and follows the Sea. When all 
have thus left their seats^ the Sea begins to run 
about exclaiming^ ** The sea is troubled^ the sea is 
troubled ! " and then suddenly seats himself^ an 
example immediately followed by his companions. 
The one who^ less prompt than the others^ fails to 
secure a chair^ becomes the Sea and continues the 
game as before. [9] 

TRADES OF NEW YORK 

One boy is sent out of the room. The leader 
gives the others the names of different trades. 
When the boy returns^ each person must begin 
to make motions appropriate to his own trade^ the 
tailor that of sewings etc. The person whose trade 



ALERT GROUP GAME^ 110 

is guessed first goes out next. As none have told 
their trades^ it is not necessary to change until 
all are guessed. [1^] 

WHO IS HE? 

One of the players describes some celebrated 
person by giving four traits in his character^ j^er- 
sonal appearance^ etc. For instance: *' He was 
a man of iron will; a great orator; he wore re- 
markable collars ; he is dead.'' The boys would 
have little difficulty in recognizing the late Mr. 
Gladstone. The players are allowed one guess 
each; for every other guess they must pay a 
forfeit. [2] 



II. CHARADES 

Half the group is sent out of the room. If there 
are double doors or portieres^ so much the better. 
The group of boys outside think of some word 
which can be represented in pantomime or in 
tableau. Before charades are given^ there should 
be a preparatory announcement^ in which is stated 
the number of syllables the word contains ; also 
whether the first scene represents the whole word^ 
the separate syllables being represented afterward^ 
or vice versa. At the close of the acting a chance 
is given to guess the word. 

Here is a simple charade. Two boys meet^ shake 
hands^ and each remarks^ *' How do you do^ Doc.^ " 
The answer is paradox (a pair of doc's). 

BANDAGE 

Act 1 — Band: Several boys having different 
musical instruments^ as a cornet^ a flute^ a violin^ 
a mouth-organ^ a drum, etc., march upon the stage 
and take places in a double or triple row. Placing 
their instruments in position as for a musical 
performance, they go through the motions of play- 
ing, then march off again. 

Act 2 — Age: A man and woman, in appar- 
ently extreme old age, bent nearly double, carrying 

120 



CHARADES 121 

canes upon which they lean heavily with every 
ap])earance of decrepitude, hobble slowly across 
the stage and disappear. 

Act S — Bandage : A youth with a large gash 
upon his arm (made with red paint) is showing the 
wound to a girl, who, shuddering, hastily procures 
a large handkerchief or piece of linen and dex- 
terously proceeds to bandage the wounded arm, 
after which they walk off the stage, the youth 
leaning on the girl's arm as though he were very 
weak. 

PHANTOM 

Act 1 — Fan: Two boys enter, wearing straw 
hats. One appears to be overcome with heat. The 
other helps him to lie down, loosens his collar and 
fans him vigorously with his hat. Boards, news- 
papers, etc., should be lying around on the floor. 
These are used one after another to fan the dis- 
abled boy. Finally his comrade picks up a feather 
and fans him carefully with that. 

Act 2 — Tom : A third boy passes through the 
room, with a closed basket, which he proceeds to 
open. The sick boy raises himself to watch the 
operation. In the basket is a large cat, with a 
card on his neck, having the letters TOM plainly 
printed thereon. As the cat is taken from the 
basket, the card must be turned so that the audience 
may plainly see the name. The boys look de- 
lighted, forget all about the heat, and caress the 
cat till the curtain falls. 



122 INDOOR GAMES 

Act S — Phantom : The two boys are appar- 
ently enjoying a pleasant chat^ when a tall figure 
dressed in a sheet or other ghost-like apparel^ 
appears^ and beckons with outstretched hand. The 
frightened boys shrink back and still the specter 
beckons till the curtain falls. 

RAINBOW 

Act 1 — Rain : Six or eight or more persons 
walk across the stage by ones or twos dressed in 
rainy-day attire^ some wearing gossamer water- 
proofs^ and all carrying raised umbrellas. Some 
step carefully;, as though avoiding puddles. 

Act 2 — Bow : A young man enters with violin. 
Placing it in position for playing^ he finds the bow 
is missing. He looks here and there for it. While 
looking he picks up a piece of ribbon^ which he 
ties tastefully in a bow on the end of his violin. 
At length he finds the lost bow^ and with a pleased 
look he proceeds to rosin it^ and flourish it about 
in the air. 

Act 3 — Rainbow : A blackboard or a large 
sheet of paper is hung in sight of the audience. 
Plaint tracings of a rainbow^ invisible at a dis- 
tance, have been made. The performer, armed 
Avith colored chalk or crayon, fills in the picture, 
with many flourishes. 



CHARADES 123 

PARENT 

Act 1 — Pay : A gentleman is seated at a desk 
on which are papers and a bag of money. Enter 
employees, one at a time, to each of whom he pays 
a sum of mone}'. They pass out as they receive it. 

Act 2 — Rent: A notice of '* Houses for sale or 
rent " is posted up and a man is standing looking 
at it, as though carefully reading it. His coat has 
a large rent in the back, to which a small boy is 
pointing and laughing. 

Act S — Parent : A man in dressing-gown and 
slippers is sitting in a rocking chair, with a small 
child or doll upon his knee, which he dandles and 
caresses. 

FELINE 

Act 1 — Fee : An invalid sits in a rocking chair, 
a white cloth about his head, blankets over his 
shoulders, feet in a pail. The doctor enters — 
tall hat, spectacles, medicine case, cane, etc. — 
and removing overcoat, examines patient, feeling 
pulse, pulling out his watch, looking at patient's 
tongue, and tapping on the chest to see if the 
lungs are all right. The patient takes pills and 
then pays the doctor his fee. 

Act 2 — Line : A lone fisherman is perched on 
the back of a chair; he has considerable trouble 
arranging his line, getting out the snarls and 
tying broken places. At last he throws his hook 
(an old spoon or safety-pin or bent wire) behind 



124 INDOOR GAMES 

a lounge or table^ out of sight; there a con- 
federate fastens on the ridiculous articles caught. 
The line breaks and has to be tied^ the fisherman at 
last pulls hard and the line gives way. He falls 
backwards. Curtain. 

Act 3 — Feline : The scene is a sleeping room 
in a hotel; a guest is shown in by a clerk^ with 
candle and valise. He prepares for his couch by 
removing shoes^ coat and vest and by putting on a 
nightcap. He blows out the candle^, lies down and 
begins snoring. A cat begins yelling outside; the 
sleeper wakes and recklessly throws boots in the 
direction of yelling cat; glass is heard to smash. 
The yelling continues^ and the guest keeps throw- 
ing until all articles of ammunition are exhausted; 
the valise itself being the last to go. The guest 
then lights the candle^ and starts out to find the 
clerk. 

ALL IS NOT GOLD THAT GLITTERS 

PROVERB TO BE GUESSED 

A pair of country people are taking a walk. 
They pretend to be gazing into shop windows and 
to be amazed at the novel sights which they see on 
every side. They walk arm in arm^ and often look 
tenderly at each other. Soon they are met by a 
Jew peddler with a tray full of fancy goods. He 
stops the couple and calls their attention to his 
wares. They seem delighted with the articles 
which he holds up, one by one, for their inspection. 



CHARADES 125 

At last they fix upon a large bracelet made of a 
band of sheet-iron covered with gold paper. They 
spend much time in discussing the price^ and the 
man says^ *' Is it gold?'' *' Sure^ it certainly is 
cold/' says the Jew, rubbing his ear with one hand. 
*' If you are sure it is gold/' says the bumpkin, 
** I will give you six dollars for it." '' Ten dollars 
is the lowest," says the Jew; and, after much 
chaffering, the bracelet is purchased for six dollars 
and a half, and the man proudly clasps it upon the 
arm of his friend, rejoicing that he has outwitted 
the peddler. They continue their walk till the 
lady, after constantly looking at her new bracelet, 
rubs it with her handkerchief to brighten it. What 
is her horror to see the gold rub off and the iron 
slowly come to light under the process. The 
woman cries and the man sets out, with uplifted 
stick, in eager but fruitless pursuit of the deceitful 
Jew. 

FINE FEATHERS DO NOT MAKE FINE 
BIRDS 

* PROVERB TO BE GUESSED 

A fop enters and struts about, with eye-glasses 
and cane, seemi^^g too proud to speak to common 
people. A negro girl enters, carrying a basket 
of clothes on her head, and the fop eyes her with 
disgust as i^he passes him, knocking off his hat 
accidentally with her basket. He is very angry 
and shakes his fist at her as she goes out of sight. 



126 INDOOR GAMES 

But his manner suddenly changes when he sees 
a lady with a showy bonnet^ thick veil^ and ele- 
gant cloak^ and he makes the lowest bow to her 
as she advances. The lady^, however, pays him no 
attention, being very much annoyed at his rude- 
ness, but passes out of sight rapidly. The fop 
still lingers, sucking the head of his cane, and put- 
ting on airs, when he again beholds the same cos- 
tume approaching. Gaining courage, the fop sidles 
up and offers his arm to the lady, who accepts it, 
to his delight, and they walk up and down to- 
gether. He tries in vain to get a view of her face, 
which she keeps averted, but finally relents and 
lifts her veil, when he beholds the same colored 
woman that he met at first, who has put on the 
bonnet and cloak of her mistress, who immediately 
enters. Both women laugh at the discomfited fop, 
who slinks away in disgust as the curtain falls. 

WORDS THAT ARE GOOD FOR 
CHARADES 

Attenuate (At-ten-you-ate) 

Ingratiate ( In-gray-she-ate ) 

Catering (Kate, her ring) 

Commentator (Common Irish potato — tater) 

Heroes (He rows) 

Tennessee (Ten, I see) 

Penitent (Pen-i-tent) 

Necklace (Neck-lace) 

Pantry (Pan-tree) 



CHARADES 127 



Carpet (Car-})et) 
Shylock (Sh3^-lock) 
Welcome (Well-come) 
Horsemanship (Horse-man-ship) 
Sack-cloth (Sack-cloth) 
Sweepstake (Sweep-stake) 
Antidote (ant-t-dote) 
Football (Foot-ball) 
Bridegroom (Bride-groom) 
Sunday (Sun^day) 
Definite (Deaf-in-ate) 
Snowball (Snow-ball) 



III. SOCIALS 



AEROPLANE SOCIAL 

This is the age of the aeroplane. Every boy is 
interested and is anxious to construct one for 
himself^ and such a social will appeal to him. 
Assign to each boy invited a particular kind of 
aeroplane to represent. The following list can be 
used: Baldwin^ Moisant^ Curtiss^ Wright^ Bleriot^ 
Queen, Morane, Willard^ McCurdy^ Graham 
White^ Nieuport^ Burgess^ Deperdussin, Farman^ 
and Dirigible Balloons. 

Have each boy bring a model or picture of the 
aeroplane he represents and be prepared to tell 
all about it — the inventor's name^ its records^ 
when they were made^ and its probable future suc- 
cess. This should be worked up several weeks in 
advance. The suggested list of refreshments may 
be printed on cards^ the boys guessing and order- 
ing what they desire. 

Altitude Record — Long Finger Rolls. 
Long Distance Record — Frankfurters. 
Figure Eight — Pretzels. 
Spiral Dips — Chocolate coated cookies. 
Black Clouds — Coffee. 

128 




/.\ 




AEROPLANE SOCIAL 



130 INDOOR GAMES 

Gasoline — Water. 

Motor — Ice cream in paper cups^ to represent 
motors. 

AGRICULTURAL SOCIAL 

Every boy represents a vegetable or some grain 
or fruit. He comes prepared to tell how it is 
planted^ cared for and marketed. 

The following games may be played: Disguised 
Vegetables^ Animal Show^ Corn and Beans^ Apple 
Snapping^ Potato Joust^ Potato Juggling. 

AN ANIMAL SOCIAL 

Before the social^ assign to different boys reci- 
tations or compositions about animals to be read 
or recited. For a competition^ pass around pencil 
and paper. On half the sheet a picture of the 
animal is to be drawn^ a description being written 
on the remaining space. The best receives a prize. 

The following games may be played: Animal 
Show^ Modelings Twisted Animals, The Farmyard, 
Fourpaws' Menagerie, Beast, Bird and Fish, Pin 
Tail on Donkey. The boy imitating the cry of an 
animal the best receives a prize. Little animal 
crackers might form a part of the refreshments. 



SOCIALS 131 

APPLE SOCIAL 

Put on cardboard the names of several kinds of 
a2)ples, with the same figure under each letter of a 
name — 1 for pippin^ 2 for baldwin^ etc. 

PIPPIN 
111111 

BALDWIN 

2 2 2 2 2 2 2 

Cut all the numbered letters apart^ having 
enough to provide one card for each person. After 
mixing them well^, distribute promiscuously through 
the audience. Then explain that all having the 
number 1 on their cards are to get together^ all 
having the number 2 on their cards to get together 
some distance from the other group^ and so on^ 
until all are in their respective groups^ when it 
should be announced that each group will have^ 
say, fifteen minutes to find out what the cards 
spell, and to write a poem on their apple. One 
from each group reads the poem. Let three judges 
decide on the three best poems, and a good wit 
present to the best of the three a B. A. P. (Big 
Apple Pie), to the next best a L. A. P. (Little 
Apple Pie), and to the third N. A. P. (No Apple 
Pie) ; the last prize should look very rich and juicy, 
but be filled with cotton. The winners must divide 
their pies before the audience. Secrecy is a big 
part of the fun in this contest. [28] 



1S2 INDOOR GAMES 

ARMY AND NAVY SOCIAL 

Divide the boys into two groups^ one to repre- 
sent the army^ the other the navy. The room 
should be decorated with flags^ guns^ war relics^ 
etc. Also an old soldier might be induced to at- 
tend^ to tell some war stories. The boys repre- 
senting each group should bring pictures^ etc.^ to 
show the features and modes of camp life^ pas- 
times^ etc. ; also weapons used^ division of men^ 
how trained^ terms of service^ pay, etc. 

Any of the competitive games may be played by 
the two groups. For refreshments a regular sol- 
dier's dinner may be served — pork and beans, 
coffee, hard-tack, corned beef, and potatoes. 

ATHLETIC MEET SOCIAL 

1. Event — 100-yard dash. Use game. Blow 

Race. 

2. Event — Tug of War. Use game. One-leg 

Tug of War. 

3. Event — High Jump. Use game. Jumping 

through fingers. 

4. Event — Relay Race. Use game. Peanut 

Relay Race. 

5. Event — Hammer Throw. Use game. Throw 

Disk. 

6. Event — Wrestling. Use game. Hand Wres- 

tling. 

7. Event — - Shot Put. Use game. Ring the 

Bell. 



SOCIALS 133 

8. Event — 20-yard dash. Use game. Horse- 
men. 
Divide the boys into two teams to contest against 
each other. The side scoring the greatest number 
of points wins. 

AUDUBON OR BIRD SOCIAL 

Obtain as many live and mounted birds as possi- 
ble to show the boys. Place pictures of birds on 
one side of the room, numbered, and give the boys 
half an hour to guess their names. If you can get 
some bird lover to come and give the boys a talk 
on birds, it will add to the interest. The following 
games may be played: Beast, Bird, Fish; Hidden 
Birds; Farmyard; Cock Fighting; Bird Catcher. 

AUTOMOBILE SOCIAL 

Decorate the room with numbered pictures of 
various makes of machines. Pencils and paper are 
given to the boys, and the one guessing the greatest 
number of machines in half an hour gets a prize. 
If any boy is familiar with a particular kind of 
machine, opportunity may be given him to explain 
its merits. Some garage manager might be induced 
to come and give the boys a talk. A mock auto- 
mobile race that will create a lot of fun consists 
in rolling a bean over a given course with a 
toothpick. 



134 INDOOR GAMES 

BASEBALL SOCIAL 

Draw a diamond on the floor with chalky repre- 
senting bases^ etc. Decorate the room with bats^ 
masks, balls, and league pennants. When inviting 
the boys, notify them that they are to represent 
various prominent league teams. These can be 
selected beforehand so as to create enthusiasm for 
the events. Let the boys come in baseball suits, 
marked with the colors of the teams they represent. 
The following teams may be represented: 

National League 

Chicago, New York, Philadelphia, Pittsburg, St. 
Louis, Cincinnati, Brooklyn and Boston. 

American League 

Detroit, Philadelphia, Chicago, New York^ Bos- 
ton, Cleveland, Washington and St. Louis. 

Records, etc., of the various teams may be re- 
cited by their representatives. A short talk on 
" Play the Game " may be given by some Christian 
baseball fan. The following games may be played : 
Indoor Baseball (both games), Baseball Buzz, 
Parlor Ball. 

For refreshments the menu suggested in Hints 
for Refreshments under *' A Boy's Baseball Lun- 
cheon " may be used. 

The following may be recited by a clever boy: 



SOCIALS 135 

A Ball Game 

The game opened with Molasses at the stick. Whoop- 
ing cough was catching. Jack was in the box when he 
wasn't out. Horn was playing at first base and Fiddle at 
second base. Corn was in the field and Apple was umpire. 
When Ax came to bat he chopped, and Jack let Brick Walk 
and Sawdust fill the bases. Song made a hit and Twenty 
made a score. Every foot of ground kicked. Then Balloon 
started to pitch, but went up in the air. Then Cherry tried 
it but he was a wild one. When Spider caught a fly the 
crowd cheered. Old Ice kept cooling the game until he was 
hit by a pitched ball and then you ought to have heard Ice 
scream. Cabbage had a good head, but unfortunately got 
ijt busted. Old grass, although Green, covered lots of ground 
in the field. Organ refused to play. Bread loafed and they 
put him out. In the fifth inning Wind began to blow about 
what he could do and Hammer began to knock, then trees 
began to leave. Knife was put out for cutting first base. 
They all kicked when Light was put out. The way they 
roasted Peanut was a fright. Balloon went up in the air 
again when Pigs began to root. The score was 1 to when 
Apple told Fiddle to take the base. Oats was shocked. 
Song made another hit and Trombone tried to slide, but was 
put out. Meat was put on the plate, but he could not 
stand being roasted. Palm Leaf fanned out and the game 
was over. The score was 1 to 0. Then you should have 
heard the Pigs root. Dogs went wild. Cabbage lost his 
head. Knife gave Bread an under cut. Order was at last 
restored. Door said if he had pitched the game he would 
have shut them out. — Selected. 

CAMP EXPERIENCE SOCIAL 

Pitch a tent in the room wlien tlie social is to 
be held^ and arrange cots^ camp stools, cooking 
utensils^ artificial fire, etc., giving it all the appear- 



136 INDOOR GAMES 

ance of a camp. Have the boys who have been to 
camp give their experiences, camp yells^ songs^ etc. 
Some one may also give a talk on the benefits of 
camp life and how our race has developed from a 
camping race. Camp stories and stories about 
huntings trapping, etc., may be added. The fol- 
lowing games may be played with interest: Peanut 
Hunt, Egg and Potato Race, Cock Fight, Blow 
Race. 

For refreshments, if a fireplace is in the room, 
make coffee and roast frankfurters, to put in sliced 
buns. Marshmallows also may be toasted. 

CHESTNUT ROAST 

Obtain a quantity of chestnuts, according to the 
number of boys invited, and hide them in various 
corners of the room. When the boys have arrived, 
announce a chestnut hunt. Afer the nuts are all 
found they may be roasted over a grate fire. 

COLLEGE SOCIAL 

Decorate the room with different college pen- 
nants. Notify each boy to come prepared to repre- 
sent a college. It is best to assign a particular 
college and a number to each one. The boy who 
represents Princeton can get a picture of some 
crown prince, and a picture of a loaded ton of coal. 
These should be pinned upon his coat to aid the 
others in guessing what college he represents. The 
boy who represents Mount Holyoke College wears 




CAMP EXPERIENCE SOCIAL 



138 INDOOR GAMES 

a picture of a man mounting a horse; a small piece 
of cloth full of holes ; and a picture of an oak tree. 
Each boy is supplied with paper and pencil. He 
writes down as many names as possible^ with the 
corresponding numbers. A prize is given to the 
one who guesses the greatest number of colleges. 
After that they all gather around the piano and 
sing college songs ; games are played^ such as 
Jenkins' Football^ Parlor Football^ Indoor Base- 
ball^ Fan-Ball^ Baseball Buzz^ or Parlor Ball. 
Each one present has three minutes to tell about 
the college he represents^ giving the date when it 
was organized^ location^ president^ number of stu- 
dents^ number of volumes in the library^ college 
colors and college yell.^ 

COIN SOCIAL 

Coin collecting is another hobby with boys. Get 
the boys to bring their collections and show them. 
The boys with the two best collections may be cap- 
tains on two sides for competitive games. A group 
of coins is placed on a table^ and the boy guessing 
the greatest number right receives a prize. Among 
the games for this affair are: Things Found on a 
Penny^ Scouts^ Catch Penny^ Coin and Card Snap. 

CONGRESSIONAL SOCIAL 

Arrange the chairs to imitate the Senate 
chamber. The boys represent various senators in 

1 Information about different colleges may be found in the World's 
Almanac or Tribune Almanac. 



SOCIALS 139 

burlesque^ engaging in a discussion upon some of 
the leading topics of the day. This can be made 
very interesting if prepared beforehand. 

COW-BOY SOCIAL 

Boys are always interested in the life of the 
plains. Ask the guests to come dressed as cow- 
boys^ so far as possible^ and to give readings and 
recitations on western life. Gather together as 
many suitable books and pictures as can be ob- 
tained. The following contests may be promoted: 
A Lariat Throwing Contest^ Pistol Shooting (air 
guns with rubber-tipped arrows)^ Quoit Throwing 
(rubber quoits)^ Steer Tying (wrapping five yards 
of rope around a large chair so that the four legs 
and head — back of chair — are securely tied). 

If the room has a fireplace^ build a fire and have 
the boys gather around and tell cow-boy stories. 
Then serve refreshments. 

ELECTRICAL SOCIAL 

Collect as many things that will illustrate the 
use of electricity as you can find — motors^ bat- 
teries^ magnets^ bells^ lights^ etc. — and get some 
one to explain their w^orking to the boys. A ma- 
chine for the development of frictional electricity^ 
some Ley den jars^ Crookes' tubes and the like will 
be of interest. Put up complete electric bell line 
and explain. A telegraph instrument with an oper- 
ator may easily be procured. Run the lines around 



140 INDOOR GAMES 

the room^ and use^ if you can^ the regular insulators 
and poles. Select some one to manipulate the in- 
strument — it makes no difference whether he 
understands telegraphy or not. He is to pretend 
to receive messages. He will write them out upon 
regular telegraph blanks^ deliver them to an at- 
tendant^ and hand them to the proper persons. 
Mild shocks may be administered to all. 

An older boy or a man might come dressed to 
represent Benjamin Franklin. He would show the 
kite and key with which he drew lightning from 
the clouds and describe the event. Modern dis- 
covery might be represented by a man made up 
to look like Edison. The recent '' Life of Edison " 
would furnish plenty of material for a talk. 

FISHING SOCIAL 

Have the boys bring all the pictures they can 
of various fish^ to be hung up on one side of the 
room. They are numbered^ and pencils and papers 
are passed to the boys^ who have thirty minutes to 
guess the names of the fish. The one guessing the 
greatest number right receives a prize. Arrange 
for a display of fishing-rods^ fish-hooks^ etc.^ to 
show the different methods of catching various fish. 
Get each boy present to explain how his favorite 
fish is caught. If possible^ bring in a man who is 
interested in fishings, to tell some of his experiences. 
A miniature fish pond would add to the fui;!. 
Among the games that may be played are : Hidden 



SOCIALS 141 

Fish^ The Lone Fisherman^ Beast^ Bird or Fish, 
Twisted Fish. 

FLOWER SOCIAL 

Each bo}'' contributes a bunch of flowers^ includ- 
ing as many different kinds as possible^ to help 
decorate the room. These can be given to invalids 
after the social. On one side of the room pictures 
of various flowers are to be placed^ numbered, and 
the boys may have half an hour to guess the names 
of each. The one guessing the greatest number 
right receives a prize. If possible get every boy to 
bring a pressed wild flower, being prepared to tell 
all about it. The following games may be played: 
Hidden Flowers, Botanical Puzzle, Disguised 
Flowers, Flower Petal Guess, Twisted Flowers. 

FOOTBALL SOCIAL 

Chalk upon the floor the lines of a football field, 
w4th goal posts, etc. Decorate the room with 
college pennants, footballs^ etc. To be most effec- 
tive, this social should be held during the football 
season. The boys should be divided into two foot- 
ball teams, each representing a well-known local 
or a college team. The following contests, or any 
of the competitive games, may be arranged be- 
tween the teams: Parlor Football, Jenkins' Foot- 
ball, Foot Pushing Contest. 



142 INDOOR GAMES 

"GET THERE" SOCIAL 

This is a social planned to inspire the boys to 
succeed in life. Ask them to come prepared to 
represent the successful men they admire^ such as 
Lincoln^ Franklin^ Carnegie^ etc. For example^ 
the boy representing Lincoln can draw on a piece 
of paper the picture of a chain link and a boy 
sitting on a horse (Link-on). This can be pinned 
to his coat for the other boys to guess. The boy 
guessing the greatest number of men represented 
is to be the editor of a list of maxims suggested by 
the boys present as to the best way for winning 
success. Pictures of successful men are pinned on 
the wall in various places and the boys write on 
slips of paper the names of the men they represent. 
On these slips quotations about success have been 
written beforehand. After this is over^ the boys 
make a list of words out of '' Opportunity.'' Some 
one reads a biography of a successful man^ es- 
pecially laying emphasis upon the boy life and 
how he laid the foundation for greatness. Com- 
petitive games may be played to demonstrate the 
element of fair play and that '' play-the-game '' 
spirit which counts in business and professional 
life. A live talk by a successful business or pro- 
fessional man who has stuck to the highest ideals 
may be introduced. 



SOCIALS 143 

HOBBY SOCIAL 

Persuade some man in town^ who has a hobby^ 
such as bird or butterfly collectings Indian relics, 
stamps, etc., to give an evening to the boys and 
bring his collection, whatever it is, to show the boys, 
adding a talk about his hobby. If time permits, 
some lively competitive games may be played. 

HOURS WITH AUTHORS 

I. Quotation Studies 

1. The quotations must be given out a week in 
advance, the author looked up, the life lesson 
thought out, and a brief biography of the author 
written. Any other authors and quotations may 
be substituted. 

(1) "Next to the originator of a good sentence is the first 
quoter of it." 

(2) *'Who will not mercy unto others show. 

How can he mercy ever hope to have?" 

(3) "Good name in man and woman is the immediate 
jewel of their souls." 

(4) "To tell a falsehood is like the cut of a sabre; for, 

though the wound may heal, the scar of it will remain." 

(5) "Borrow neither money nor time of your neighbor; 

both are of equal value." 

(6) "Do what conscience says is right; 

Do what reason says is best; 

Do with all your mind and might; 

Do your duty and be blest!" 

(7) "Bad manners are a species of bad morals." 

(8) "Be noble! and the nobleness that lies 

In other men, sleeping, but never dead, 
Will rise in majesty to meet thine own." 



144 INDOOR GAMES 

(9) "Our lives are albums, written through 

With good or ill, with false or true; 
And as the blessed angels turn 

The pages of our years, 
God grant they read the good with smiles. 

And blot the ill with tears." 

(10) "Do thy best all around; keep good company, read 

good books, love good things, and cultivate soul 
and body as faithfully and wisely as you can." 

2. Make an alphabetical selection of quotations 
from the writings of: Whittier^ Lowell^ Long- 
fellow^ Holmes^ George William Curtis^ Louisa 
Alcott^ Phillips Brooks^ Howells. 

3. Select ten quotations concerning each of the 
following subjects: Ambition^ Behavior^ Cheerful- 
ness^ CourtesVjj Enthusiasm^ Greatness^ Hope^ Im- 
mortality^ Lowliness^ Obedience. 

11. Hours with Poets and Novelists 

1. An Afternoon with Longfellow 

(1) Song — "Excelsior." 

(2) Recitations — "The Wreck of the Hesperus," "The Old 

Clocjc on the Stairs." 

(3) Song — "The Bridge." 

(4) Recitation from "The Courtship of Miles Standish." 

(5) Song — "The Day is Done." 

(6) Recitation — "Paul Revere's Ride." 

2. Anecdotes of Authors. 

Give an anecdote of each of five different authors, or five 
anecdotes of the same author. Use appropriate poems and 

songs. 

3. Goldsmith and his Associates. 

(1) A short biography of Goldsmith, combined with his own 
description of the "Deserted Village." 



SOCIALS 145 

(2) His characteristics. 

(3) His relations with : Johnson, Garrick, Gibbon, Reynolds, 

Burke. 

(4) Description of Green Arbor Court. 

(5) The dinners of the "Liberty Club." 

(6) History of the poem "Retaliation." 

(7) Autograph Letters. 

(8) Anecdotes of the man and his friends. 

(9) The success of "The Good Natured Man." 

(10) Death. 

(11) Selection from his work. 

(Read Irving's Biography of Goldsmith.) 

— Contributed bij Adelaide Gordon. 

HUNTSMAN SOCIAL 

Furnish the room like a hunter's lodge, with 
guns, shoes, skins, heads of animals, etc. Describe 
the hunting trips of Theodore Roosevelt and other 
noted hunters. Build a fire in the fireplace, and 
while the boys are seated around it, tell stories 
about the hunting of different animals. The fol- 
lowing games may be played: Twisted Animals^ 
Chase the Rabbit, The Huntsman, The Sportsman, 
Wild Animals, Bear Fight, Deer Stalking. 

INDIAN SOCIAL 

Invitations may be printed or written on birch 
bark, or on paper cut into the shapes of toma- 
liawks, tepees, etc. Tlie room is decorated with 
Indian blankets, tomahawks, bows and arrows, war 
clubs, colored photographs, etc. A wigwam may 
be made and set in one of the corners. The boys 



146 INDOOR GAMES 

are to come dressed up as Indians^ the one who 
makes the best Indian receiving a prize. A bow- 
and-arrow contest may be held in one room. Rub- 
ber-tipped arrows should be used. Feather-blow- 
ing contests^ The Sportsman and Stage Coach are 
well suited to such an entertainment. If there is 
a grate in the room, build a large fire and put out 
all the lights. Indian stories and legends should 
be told by good story tellers. For refreshments, 
serve Hiawatha cakes, Pappoose rolls, Arrowhead 
salad and Tomahawk coffee. 

INTERNATIONAL SOCIAL 

Drape the room with flags of different nations 
and hang as many pictures as possible of inter- 
esting foreign scenes. Number each flag. Pass 
around pencil and paper and ask every one present 
to write down the nations which the flags represent. 
As many of the guests as possible should come 
dressed to represent various nations. The songs 
of the leading nations should be sung — the fa- 
miliar ones by everybody and the less known ones 
as solos. Recitations may be given in various 
languages or in humorous dialect. Brief travel- 
talks are also in order. The following, published 
in Judge for July, 1911, may be used in a guess- 
ing contest: 



SOCIALS 147 

Leading Nations in History 

For the Lazy (Stag-nation). 

For the Strong (Determi-nation). 

For the Wicked (Pro fa-nation). 

For the Angry (Indig-nation). 

For the Trusts (Combi-nation). 

For a Pretty Girl (Fasci-nation). 

For the Mystic (Halluci-nation). 

For the Priest (Ordi-nation). 

For the Poet (Imagi-nation). 

For a Traveler (Peregri-nation). 

For the Argumentative (Ratioci-nation). 

For a Worthy Cause (Dough-nation). 

For the Apologetic (Expla-nation). 

For the Schemer (Machi-nation). 

For a Newspaper (Dissemi-nation). 

For the Careful (Discrimi-nation). 

For a Reformer (Fulmi-nation). 

For a Candidate (Nomi-nation). 

For the Gardener (Germi-nation). 

For the Vicious (Extermi-nation). 

For a Gas Company (Illumi-nation). 

For a Philosopher (Rumi-nation). 

For a Prophet (Divi-nation). 

For a Spendthrift (Rui-nation). 

For a Criminal (Condem-nation). 

For a King (Coro-nation). 

For an Actor (Imperso-nation). 

For a Humorist (Cachin-nation). 

For a Florist (Car-nation). 



148 INDOOR GAMES 

For a Slow Man (Procrasti-nation). 

For the Fatalist (Predesti-nation). 

For the Forgiving (Condo-nation). 

The First of All Nations (Origi-nation). 

The Last of All Nations (Termi-nation). 
For refreshments^ food representing various na- 
tions can be served : Sauer Kraut, Germany ; 
French Rolls^ France; Spaghetti, Italy; Potato^ 
Ireland; Plum Pudding, England; Pie^ America; 
Coffee^ Brazil. 

LAW SOCIAL 

This social is very easily arranged, requiring 
little time and st^dy and no expenditure of money, 
except for refreshments. It is so amusing that 
it may be repeated often, with variations. Several 
days before the evening on which it is to be held, 
announcements somewhat as follows should be 
placed where they will attract attention: 

TAKE NOTICE 

Next Friday evening, Mr. Foxyface will be tried before 
Judge Know-It-All for stealing a cambric needle from Miss 
Dainty Fingers. Friends of both parties are invited to be 
present, and each should bring thirty cents, which will pay 
for admission and refreshments, as well as for the privilege of 
listening to the eloquent lawyers, Mr. Long-tongue, attorney 
for the State, and Mr. Gas, attorney for defendant. 

The social will be more successful if the man- 
agers know how to keep a secret. No one should 
be permitted to know tlie real names of the parties^ 



SOCIALS 149 

and all will be curious as to who will take the 
difl'erent parts. The sillier the cause of dispute^ 
the more fun it will make. The witnesses should 
be . chosen from the crowds as the answers which 
have not been studied are usually the most mirth- 
provoking. There is no community but boasts at 
least one citizen who has some knowledge of law 
and can give even unskilled " attorneys " enough 
pointers to enable them to conduct a law-suit in a 
manner entirely satisfactory to the audience. 

A few directions may assist those who have sel- 
dom seen a court room. A very high desk should 
be provided for the judge^ who^ of course^ will be 
dressed in a long gown^ and have a gavel in his 
hand with which to pound the desk when he wishes 
to call the meeting to order. A table is provided 
for the attorneys^ who sit opposite each other^ with 
their clients near them. The judge calls the case 

by sayings for instance: *' State of against 

Dr. L. Foxyface." The indictment may be read by 
the clerk. This indictment may be made very 
funny, if there is some one in the community hav- 
ing a little ingenuity, but is good if copied directly 
from a law book. 

After the indictment is read, the prisoner is 
asked whether he pleads guilty or not guilty; then 
the prosecuting attorney arises and, in a short 
speech, tells what he expects to prove against the 
defendant. Next he calls one of Iiis witnesses and 
questions him, wording his questions so as to draw 
out such answers as will help his side. There will 



150 INDOOR GAMES 

be a great deal of fun in this^ as the witnesses do 
not know until called upon that they are to take 
any part in the affair and are quite likely to 
answer in a way that will greatly embarrass the 
one they are supposed to help. As soon as the 
first attorney says he is through with the witness^ 
the other attorney cross-examines him. 

When the prosecuting attorney has exhausted his 
list of witnesses^ the attorney for the defence makes 
a little speech giving his views of the case and 
telling what he expects to prove^ and then calls his 
witnesses. It is best to limit the number of wit- 
nesses^ taking them from a list prepared before the 
trial began. 

When all the witnesses have been examined^ the 
attorneys make short speeches^ and the judge 
charges the jury in a funny little address. The 
jury should not take long for a decision. If the 
trial is long and interesting^ it is a good plan to 
serve the refreshments as soon as the prosecuting 
attorney is done with his witnesses^ continuing the 
lawsuit afterwards. 

— Contributed by Adelaide Gordon. 

MAGAZINE SOCIAL 

Announce to the boys a week in advance that 
they are invited to a magazine social and that they 
will be expected to contribute something to make 
a real magazine. Also tell them to learn all they 
can about magazines^ the way they are made^ edited^ 



SOCIALS 151 

etc. When the bays arrive^ copies of old magazines 
and slips of paper are handed to them. The boy 
making the longest list of the names of magazines is 
elected editor of ** Boy Life '' or " Boys' Maga- 
zine/' or whatever name they may choose. More 
slips are passed around and the boy making the 
longest list of words out of the letters found in the 
word " magazine " is elected business manager. 
The editor assigns each contributor to one of the 
different departments^ such as campings fishings 
huntings boatings automobiles^ aeroplanes^ etc.^ so 
that each boy present shall have something to write 
about. The business manager is to secure adver- 
tisements for the magazine. The old magazines 
may be cut up and the illustrations applied to the 
new articles. In fact^ some of them will be written 
to fit the pictures. Plenty of pairs of scissors and 
an enormous paste pot should be on the table or 
tables. Some of the illustrations may be original 
and each article should have a carefully drawn 
initial letter^ or one pasted in from an old maga- 
zine. After the boys have had half an hour to 
prepare articles^ these are collected by the editor 
and arranged as in a real magazine. The result 
is then read to the entire company. If there is 
time critics may be appointed to give opinions on 
the artistic quality of the text and pictures. A 
local magazine writer or publisher may be induced 
to attend this social and give the boys a talk on 
the making of a real magazine. 



15£ INDOOR GAMES 

MANUFACTURING SOCIAL 

Boys use many articles, the making of which 
includes many interesting but little-known pro- 
cesses. Talks may be given about some of the 
leading things manufactured, by men or boys who 
have seen them made. For example: Weaving, 
casting, cabinet making, shoe making. A kite- 
making contest would be interesting, the prize being 
given to the boy making the best kite in the 
shortest time. 

MINING SOCIAL 

Boys generally would be glad to know some- 
thing more about coal, iron, copper, tin, zinc, lead^ 
etc. Each boy is asked to represent a different 
kind of ore and to come prepared to tell where it 
is found, how it is mined, and its use. The boys 
will also bring pictures or samples of ore. If a 
miniature mine could be rigged up, it would create 
a great deal of interest. 

MUNICIPAL SOCIAL 

This can be worked out along the same line as 
the Congressional Social. The boys may represent 
their local mayor, aldermen, and other officials, and 
join in a discussion of leading topics of the town. 
An alderman or other leading man ought to be in- 
vited, to give the boys a little talk on the conduct 
of city affairs. 



SOCIALS 153 

MUSICAL EVENING 

Invite players of as many different instruments 
as possible. A musical program such as the fol- 
lowing may be rendered^ followed by short sketches 
of the composers of the pieces. These should be 
prepared by the boys themselves. 

1. Dance-music of Ye Olde Time. 

Bach — Gavotte. 

Mozart — Don Giovanni^ Minuet. 

2. Modern Dance Music. 

Schubert — The Lanciers. 
J. Strauss — Waltz Sounds from the Vienna 
Woods. 

3. Military and Patriotic Strains. 

Sousa — Stars and Stripes Forever. 
Schubert — Military March. 

4. Wedding Music. 

Mendelssohn — Wedding March. 
Wagner — Lohengrin Introduction. 

5. Grand Opera Selections. 

Bizet — Carmen Potpourri. 

Puccini — La Boheme Valse de Musette. 

6. Comic Opera Selections. 

Sullivan — The Mikado Potpourri. 
Herbert — Babes in Toyland. 

7. Romantic Pieces. 

Mendelssohn — Spring Song. 
Schubert — Impromptu — Rosamonde. 
]\Iusical Medley and JNJusical Chairs are suitable 
games. Cut out from a catalogue pictures of 



154 INDOOR GAMES 

musical instruments and hang them on the wall^ 
together with portraits of composers and per- 
formers. The boy guessing the greatest number 
right wins. 

In preparing the musical program, a local choir- 
master or other experienced musician should be 
consulted. A few simple ballads might be sung 
in chorus by the boys themselves. Vocal solos 
should be introduced. A local pianist might help 
out with selections or with a little talk on music 
interspersed with illustrations of the different 
styles of composition. The element of humor 
should be emphasized^ and the imitation of natural 
sounds^ in musical compositions^ will appeal to 
the boys, 

NATIONAL CONUNDRUM SOCIAL 

Four tables are arranged for a progressive game 
of National Conundrums. The tally-cards are 
small silk flags^ and over the starry corner of each 
a piece of blue is sewn — blotting out the stars^ 
which are to be restored one by one^ as victory is 
marked^ by pasting on the small gilt stars that 
are made to serve as counters for progressive 
games. 

On the first table a small box^ made to represent 
a firecracker^ stands at each place. One contains 
a bit of paper^ upon which is written the following: 

1. Who was called Fuss and Feathers? 

2. Who was known as Old Hickory.'* 



SOCIALS 155 

3. What vessel was called Old Ironsides? 

A second firecracker contains a paper with these 
questions : 

4. Who was called the Rail-Splitter? 

5. Whose nickname was Tippecanoe? 

6. W^ho was called Old Rough and Ready? 
On a third paper is written: 

7. Who was called Brother Jonathan? 

8. What was the real name of Stonewall Jack- 

son? 

9. W^hat State was called the Mother of Presi- 

dents ? 
On the fourth paper are these: 

10. Who was Little Mac? 

11. W^hat Revolutionary general was known as 

Mad Anthony? 

12. What was the Terrapin Policy ? 

Papers are given upon which to write answers^ 
which are collected by the hostess as torpedoes are 
dropped on the hearth. The two whose answers 
are most nearly correct move to the next table^ the 
other two remaining for new questions — in other 
firecracker boxes. 
The correct answers are: 

1. General Scott. 

2. Andrew Jackson. 

3. The Frigate Constitution. 

4. Abraham Lincoln. 

5. William Henry Harrison. 

6. Zachary Taylor. 



156 INDOOR GAMES 

7. Jonathan Trumbull^ Governor of Con- 

necticut. 

8. Thomas Jonathan Jackson. 

9. Virginia. 

,10. George B. McClellan. 

11. General Wayne. 

12. Jefferson's Embargo. The terrapin draws 

its head and feet into its shell when 
frightened. 

Those seated at the four tables are to guess the 
names of cities of the United States^ buried in 
the following sentences^ written upon papers folded 
into cocked hats^, a tri-color rosette being painted 
on the side of each: 

1. He walks with a calm dignified air. 

2. In hottest August, inertia seizes one. 

3. Either must the arm be sinewy or knee-joint 

limber. 

4. For ailment stomachic^ a good laugh is the best 

medicine. 

5. We played blind-man's buff a long time last 

night. 

6. The religion of the Hindu Luther carefully 

investigated. 

7. My burden verily is greater than I can bear. 

8. In setting up the stove^ make the zinc level 

and straight. 

9. You may eat scrambled eggs or omelette. 

10. With great pomp^ aristocracy takes its airing 
in the park. 



SOCIALS 157 

11. To a bargain sale^ men never go. 

12. Will he pay that rent? O no. 

Answers 

1. Ithaca. 7. Denver. 

2. St. Augustine. 8. Cleveland. 

3. New York. 9. Rome. 
1. Chicago. 10. Paris. 

5. I3uffalo. 11. Salem. 

6. Duluth. 12. Trenton. 

At the third table they are asked to answer 
punning questions on the common abbreviations of 
the names of States. These are written on booklets 
containing a few leaves^ the covers of which are 
in imitation of the heraldic shield of the United ^ y 

States. 

1. The most religious State? 

2. The most egotistical State? 

3. The State where the untidy should live? 

4. The father of States ? 

5. The maidenly State? 

6. The State for students? 

7. The best State for miners? 

8. The most unhealthy State? 

9. The State to cure the Sick? 

10. The decimal State? 

11. A place of rest in time of floods? 

12. The State of astonishment? 



158 





INDOOR 


GAMES 










Answers 






1. 


Mass. 






7. 


Ore. 


2. 


Me. 






8. 


111. 


S. 


Wash. 






9. 


Md. 


4. 


Pa. 






10. 


Tenn. 


5. 


Miss. 






11. 


Ark. 


6. 


Conn. 






12. 


O. 



At the fourth table the little tally-booklets are 
in the form of liberty bells — the covers of silver 
paper^ with the traditional *' crack " indicated in 
sepia. Each contains half a dozen sentences sup- 
posed to be characteristic of well-known American 
authors,, artists^ statesmen^ heroes^ noted women, 
etc., the first letter of each word giving the initials 
of the person's name; for example: 

1. Thoroughly Reliable. 

2. How Wonderfully Lyrical. 

3. Grand Daring. 

4. Man}^ Merry Doings. 

5. Rarely Proved Hardihood. 

6. Justly Honored. 

7. Notes Words. 

8. Joyous Reformer. 

9. Some Laughter Causes. 

10. A True Marine. 

11. Ever Ardent Artist. 

12. Kindly, Dainty, Winsome. 

13. Can Draw Girls. 

14. Just Written Rhymes. 





SOCIALS 159 


15. 


Roving Kinetoscope. 


16. 


Much Enjoyed Writer. 


17. 


Preacher Beloved. 


18. 


Meritorious Actress. 


19. 


Rebel Ever Loved. 


20. 


Her Book Succeeds. 




Answers 


1. 


Theodore Roosevelt. 


2. 


Henry Wadsworth Longfellow. 


3. 


George Dewey. 


4. 


Mary Mapes Dodge. 


5. 


Richmond Pearson Hobson. 


6. 


John Hay. 


7. 


Noah Webster. 


8. 


Jacob Riis. 


9. 


Samuel L. Clemens. 


10. 


Alfred T. Mahan. 


11. 


E. A. Abbey. 


12. 


Kate Douglas Wiggin. 


13. 


C. D. Gibson. 


14. 


James Whitcomb Riley. 


15. 


Rudyard Kipling. 


16. 


Mary E. Wilkins. 


17. 


Phillips Brooks. 


18. 


Mary Anderson (Maude Adams). 


19. 


Robert E. Lee. 


20. 


Harriet Beecher Stowe. 


The prizes 


J may be a copy of a '' History of the 


United States'' by a well-known author; and the 


self-convicted '* booby " may have presented to him 



160 INDOOR GAMES 

a small volume on the same subject^ written for 
very young beginners. 

— Contributed by Adelaide Gordon, 

NATURE SOCIAL 

The boys invited should come prepared to talk 
on some of the following subjects: Trees^ Moun- 
tains, Flowers^ Birds, Animals^, Stars^ Insects^ 
Snakes^ Rivers^ Fish and Rocks. If possible, ex- 
hibit a small collection in a separate room. A 
man should give a simple talk on the origin of the 
earth and the development of geological forms and 
animal and plant life. 

The following games may be played: Beast, 
Bird and Fish; Hidden Birds, Trees, Fish, Gems 
or Flowers ; Disguised Flowers or Vegetables ; 
Tree Game, Apple Snapping; Poetical Butterfly. 

PALM SOCIAL 

This is a warm weather social. Decorate with 
potted palms and have a generous supply of palm- 
leaf fans. An essay, story, chalk-talk, or stere- 
opticon address on '* A Journey in the Land of the 
Palm Trees " may be made entertaining, but should 
not be very long. In connection with this, pictures 
of the cocoanut palm especially may be shown. 
Then the guests are conducted, in small groups, 
into a room having the lights turned low or shaded, 
where a member of the Association disguised in 



SOCIALS 161 

gypsy costume tells the fortune of each in turn^ 
at a charge of five cents^ or whatever patrons please 
to give. The fortunes are told from the lines on 
the palm of the hand^ and should include mar- 
velous achievements in the direction of the work 
for tlie Association^ combined with humourous 
adventures and catastrophes^ all adapted to the 
known tendencies^ talents^ and habits of the 
individual. 

These fortunes^ if conducted by a bright^ ready 
talker^ possessed of tact as well as wit^ will fur- 
nish material enough for conversation and merri- 
ment among the main body of the guests as fast 
as the successive groups return and new qnes take 
their places. A gypsy song such as " Esmeralda/' 
may be rendered as a solo^ either before or after 
the gypsy's reign; or it may be inserted during 
the waiting period before the first group returns, 
if the rooms are somewhat separated as to the 
penetration of sound. Serve ice cream, cocoanut 
cake, and iced lemonade for refreshments. [^1] 



PARLOR FIELD MEET 

Event 1, 20-yaTd Dash, 

This (*onsists in carrying a blown egg in a tea- 
spoon, from start to finish. The man finishing first 
witli a whole egg receives first prize. He must 
hold the spoon in one extended hand, the other 
Iiand behind his back. 



162 INDOOR GAMES 

Event 2. Running Broad Grin, 

Stand facing the audience^ keeping a changeable 
but continuous pleasant smile. The one that does 
the best receives the first prize. 

Event S, Long Under Swing, 

Standi on the toes^ on a two-inch strip of wood, 
reaching the hand back and up between the legs. 
The one whose hands reach the highest point be- 
hind the back, without fouling, receives first prize. 

Fouling is falling backward oif the stick. There 
is no foul in falling forward, as the competitor 
faces a tub of water! 

Event Jf, Continuous Glum, 

The boy who can stand the longest before the 
audience, amid the jollying of the crowd, without 
a faint smile, receives the prize. 

Event 5, Candle Walk, 

The one who can carry a lighted candle with 
one arm extended, the other behind the back, face 
forward, finishing first in the race, with his candle 
still lighted, receives the prize. 

Event 6, Changeable Horse Laugh, 

The one who can get in the most amusing and 
largest variety of laughs within a limited time re- 
ceives a prize. 



SOCIALS 163 

Event 7. Shot Put, 

Throw peanuts into the mouth of a jug from a 
distance of four feet. The one who gets in the 
most peanuts in five trials receives the prize. 

Event 8. Balance Juggle. 

Sit on the pointed end of a jug and thread a 
needle. The one doing this in the shortest length 
of time receives the prize. 

Event 9. Long Team Whistle. 

The one who can keep whistling for the greatest 
length of time without using artificial means re- 
ceives the prize. 

Event 10. Flour Grasp. 

Upon signal from the starter^ the one who first 
secures a penny from a pan of flour with his teeth 
gets first prize. [l8] 

POST CARD EVENING 

Cut pictures of well-known buildings into four or 
six pieces each, then shake all the pieces belonging 
to each picture together. Have as many envelopes 
as cards or pictures, each one containing as many 
pieces as each card is cut into. Pass these en- 
velopes and then have the participant strive to find 
all the pieces which form a card. Be careful to 
have one piece in each envelope and a number on 
the back of it. For example: 



164 INDOOR GAMES 

Capital of United States 1 

Congressional 2 

Abe Lincoln 3 

Thus each knows what to seek. After most have 
been founds have each one tell what his card repre- 
sents and tell one interesting thing about it. 

PHOTOGRAPHY SOCIAL 

The boys collect from their friends the best and 
the worst specimens of their photographic work^ in- 
cluding transparencies^ blue prints^ colored prints, 
out-of-focus photographs. The pictures should be 
ranged along the wall in groups, each headed by 
the name of the exhibitor. There should be a 
section devoted to old-fashioned portraits, the 
daguerreotypes and ambro types of our grand- 
fathers. A vote should be taken to decide which 
picture shows the best workmanship. Part of the 
evening may be devoted to a careful explanation 
of the principles of photography, an opportunity 
being given for questions. The local humorist may 
come dressed as an old-fashioned tin-typer and 
"take portraits (use picture post cards). A real 
flashlight of the whole company may be taken. 

PRESIDENTIAL SOCIAL 

The room is decorated to represent the White 
House. The boys who attend represent various 
presidents. Each will have the opportunity to tell 



SOCIALS 165 

the rest when he was born^ when he was elected, 
what party he belongs to, how long he served as 
president, the important measures of his adminis- 
tration, the difficulties he had with his cabinet 
and with the politicians. The one giving the best 
account of himself, by vote of the company, is 
awarded a prize. 

The conundrums about famous Americans in 
'' The National Conundrum Social " may be used. 
Some competitive games may be played between 
the presidents before 1860 and those after 1860. 

PING-PONG SOCIAL 

Divide the boys into teams and have them play 
against each other in single and double matches. 
Such a tournament takes up the entire evening. 
Prizes are awarded to the winners. 

POLITICAL SOCIAL 

First the voters are registered by the chairman 
of a registry board, who asks funny questions about 
name, age, color, etc. The answers are recorded 
in a book by clerks. When all have registered, 
announce the names of political parties — Free 
Silver, Free Wool, Free Lunch. The boys decide 
themselves which party they will join, and eacli 
of the groups adjourns to a separate room. 

Here, going through witli the regular forms, each 
party nominates its candidates for such offices as 
dog-catclier, pound-keeper, janitor of court house. 



166 INDOOR GAMES 

etc. Party platforms are adopted, and the separate 
divisions adjourn to meet in one large room. 

Here representatives of each party present be- 
fore the society three candidates and their plat- 
form. At the close the delegates vote in booths, a 
complete list of the candidates being posted in 
each. Stump-speeches may be made ad libitum, 
in the course of the evening, and campaign pro- 
cessions will form part of the fun. [15] 

POSTER SOCIAL 

Decorate the room with as many posters as 
possible, representing a variety of industries. Each 
boy brings a poster with him (original if possible), 
to be hung up at one end of the room. During the 
evening each boy has a chance to tell something 
about the business, industry, etc., which the poster 
represents. A prize is offered to the boy who 
brings the best poster. 

Such games as Picture making. Modeling, Spoon 
Pictures, Magic Photography and Sculptor may be 
played. 

PROGRESSIVE GAMES 

Obtain a variety of small table games, such as 
Tiddledy- Winks, Fish Pond, Jack Straws, etc. Ar- 
range them on tables, which are numbered. Pass 
cards wath numbers corresponding to tables. Four 
players sit at each table. 

Give ten minutes to each game. The winners 
receive a punch in their cards and advance to the 



SOCIALS 1G7 

next table, the losers remaining. The boy having 
the greatest number of jjunches at the end of the 
game gets a prize. 

POP-CORN SOCIAL 

Decorate the room with strings of pop-corn of 
various colors. Provide pop-corn on the cob and 
let the boys shell it and pop it over a fire. Make 
pop-corn balls in various colors, etc. Bags of 
pop-corn may be put in all sorts of out-of-the-way 
places and a hunt organized. 

RAILWAY SOCIAL 

Arrange chairs like the seats of a railway coach, 
with an aisle down the center. If the party is a 
large one, ])lace from four to six chairs crosswise 
on eacli side of the aisle, instead of two. Have 
tlie program fairly arranged previously. Gongs, 
bells, whistles and train noises are provided ; also 
a conductor, brakeman, periodical and candy boy. 
When the train is well under way, start the pro- 
gram. The conductor in taking the tickets should 
have an argument with a man wlio won't pay, put- 
ting him off the train. Other features are mono- 
logues, dialogues between the passengers, and a 
group singing. The brakeman announces stations. 
After the items on the program — and tlie passen- 
gers — are exhausted, announce tlie end of the 
journey or dinnc^r in the dining-car and adjourn 
for refreshments. 



168 INDOOR GAMES 

SENSE-TESTING SOCIAL 

1. To test sense-action. 

Arrange the boys in two lines^ hand in hand^ eyes 
closed. The leader squeezes the hands of the two 
end boys. The squeeze is transmitted rapidly 
down each line. The boys on the other end^ when 
they receive the impulse^ are to indicate it by 
raising their hands or shouting. 

2. To test the sight. 

Use game: Object Guessing. 

3. To test taste. 

Prepare various articles for the boys to taste. 
^. To test smell. 

Bring various fluids in bottles for the boys to 
smell. 

5. To test hearing. 

Use game : Counting the Words Musical Medley. 

6. To test feeling. 

Place articles in a bag^ and one after another 
puts his hand in the bag^ feels of the articles and 
guesses what they are. 

Each boy is to keep a record on paper of each 
test. The one who gets all the tests right wins a 
prize. 

SHADOW SOCIAL 

Every boy knows how to make with his hands 
a shadow that will represent some animal. Hang 
a large sheet against one side of the room^ so that 
shadows can be produced to the greatest advan- 



SOCIALS 169 

tagCy and ask the boys^ one by one^ to make shadow 
pictures. Paper and pencils are provided to re- 
cord the guesses. Before the shadow is made^ each 
boy is to register with the hostess the animal he 
will make^ and the boy guessing the greatest num- 
ber right gets a prize. The boys producing the 
best shadow and the greatest number of different 
designs also receive prizes. 

SILHOUETTE SOCIAL 

Procure some large sheets of manila paper^ some 
hard pencils and a pair of sharp scissors. A boy 
is seated in a chair^ the pose being such that a 
good profile may be obtained. Fasten a sheet of 
paper firmly to the wall and draw thereon the 
profile. The paper should then be numbered in 
the center of the reverse side^ and the number, to- 
gether with the boy's name, recorded in a note- 
book. Continue the process until .all the boys have 
been drawn. Cut the profiles out, place them on a 
table and let each select his own profile. After all 
have selected their portraits, the numbers and 
names are read from the note-book. It will be 
interesting to vote on the prettiest profile and the 
best executed likeness. [29] 

STAMP SOCIAL 

Almost every boy collects stamps. Ask each one 
that is to attend the social to bring his stamp 



170 INDOOR GAMES 

album. Place a number of familiar stamps upon 
sheets of paper^ numbered^ and at the end of a 
half-hour award a prize to the boy guessing cor- 
rectly the greatest number of countries represented. 
The boy bringing the best collection of stamps gets 
another prize. 

STATES SOCIAL 

Draw a map of the United States on the gym- 
nasium or other uncarpeted floor. The boys who 
are invited represent the various States^ wearing 
some characteristic costume or mark. Everything 
must be planned weeks ahead of time. The boys 
have the names of the present governor^ the capital^ 
the chief product^ the State flower^ State motto^ 
etc.^ pinned on their clothing. 

Each boy is supplied with pencil and paper^ 
and^ within thirty minutes^ tries to get as much 
information as possible about the other States. 
The papers are handed in and the best receives 
a prize. A prize is also given to the one whose 
costume best represents his State. The boys stand 
in the map on their respective States^ and sing 
*' My Country^ 'Tis of Thee " and other patriotic 
songs. 

The following games may be played with profit: 
United States Mail; Presented at Court (or to 
the President of the United States); Postman; 
Sword Duel; Game of States. The conundrums 
on the States in " A National Conundrum Social '' 



SOCIALS 171 

can he used to advantage. The room is to be 
decorated with American flags. 

SOAP BUBBLE SOCIAL 

A large bowl of soapy water and a generous sup- 
ply of clay pipes are the materials required for 
this social. 

The boys divide into pairs and engage in con- 
tests to see which can blow the largest bubble. 
When a boy is defeated by his opponent^ he is out 
of the game and two more contest. This continues 
until the best blower is found. Three trials are 
given to each contestant. 

A word contest may be started to see which boy 
can form the greatest number of words out of the 
letters in *' soap bubble." A prize is given to the 
one making the longest list in twenty minutes. 

TAFFY-PULL 

When the boys arrive^ take them to the kitchen 
and put a big kettle of molasses on the stove. 
While it is boiling and coolings various games 
may be played. Give each boy a small quantity 
on a plate. Otlier kinds of candy may also be 
made. It is well to choose a time when snow is on 
the ground so that the boys may set their hot 
plates in it. Pulling contests are in order between 
pairs of boys. A timekee))er sliould liold a watch 
and take the records of the different pairs. Those 
who sliow the finished product in the shortest time 



172 INDOOR GAMES 

get a prize. Encourage the boys to give part of 
the candy to some local institution^ — orphanage 
or asylum^ or let it be distributed to poor children 
by the boys themselves. 



TALKING MACHINE SOCIAL 

Borrow every make of talking machine on the 
market^ with a good variety of records^ and give 
a demonstration on each. These can be secured 
from dealers or private owners for the evening. 
If possible^ get a record-maker and let all those in 
the room^ in rapid succession^ recite a line of verse^ 
sing a snatch of song^ or play a few notes on same 
instrument. Then reproduce the conglomeration 
on the machine. This must be so planned and 
carried out that everj^body will get a few words 
in the one record. Afterward some one may ex- 
plain the way the machine is made^ how it repro- 
duces the music^ and the many ways it is used. 

A clever mimic may add to the evening's fun by 
hiding under a stand on which is a silent machine 
— or a rough imitation of one — and giving a bur- 
lesque number. He might announce imaginary 
records by members of the company and then 
take off their known peculiarities of speech; or 
sing a solo in falsetto under the name of Melba 
or Eames. He might give a mouth-organ imitation 
of an orchestra. 



i 



SOCIALS 173 

TRAP SOCIAL 

The boys bring different kinds of traps they 
have made or borrowed^ and pictures showing the 
use of them. At a stated time an explanation of 
the working of each trap is given^ — where it is 
used^ what it is supposed to catchy and how it 
was made. 

Get some one to tell about the way Indians 
trap and stories of noted trappers^ such as Daniel 
Boone and other early pioneers. If there happens 
to be an old trapper in town^ or one familiar 
with trappings have him attend and tell of his 
experiences. 

TRICK SOCIAL 

Almost every boy knows some kind of trick 
with cards^ coins, knives, sticks, or with the hands. 
Ask the boys to come prepared to give their favor- 
ite tricks. If you can secure the services of some 
good sleight-of-hand performer, induce him to at- 
tend and entertain the boys for half an hour. 
Any of the trick games in this book may be 
played with advantage. 

Menu 

Free Drink (Water) 
Brick and Mortar (Sandwiches) 
Candy Water (Chocolate) 
Toothache (Candy) 



174 INDOOR GAMES 

Picnic Lunch (Peanuts) 
Pine Needles (Toothpicks) 
The Boy's Delight (Cookies) 
Compressed Brick (Ice Cream) 
Ocean Extract (Salt) 
Fire (Pepper) 

WATER SOCIAL 

Boats appeal to the boy. Display pictures of 
every kind of craft on the wall. Talks about 
various kinds of sailing vessels^ motor boats and 
canoes^ the use of bells^ lights^ whistles^ etc.^ may 
be given. Assign to each boy a vessel or boat 
and use the Blow Race as a boat race. Run it 
off in relays. 

Get some old sea captain to come and tell sea 
tales^ when the boys are gathered around a grate 
fire. 

Menu {Nautical Terms) 

Fore (Cake) 

Aft (Coffee) 

Starboard Side (Knife) 

Port Side (Fork) 

Jib (Sandwiches) 

Mizzen Sail (Potato Chips) 

WEATHER BUREAU SOCIAL 

The local United States Weather Bureau man 
may be persuaded to come and give a talk about 



SOCIALS 175 

his work^ bringing flags^ instruments^ etc.^ and 
explaining each. Weather maps may be hung on 
the wall and the weather conditions for the next 
day's forecast may be made by the boys with 
interest. 



IV. HINTS FOR REFRESHMENTS 

A social evening does not seem to be complete 
unless some kind of refreshments is served. This 
is especially true with a crowd of boys. Below 
are a few suggestions for those who wish to serve 
inexpensive refreshments and for those who wish 
to serve something more elaborate; the second 
list^ suggested by Adelaide Gordon^ editor of the 
publications of the New York Society of Self 
Culture^ is valuable. 



Doughnuts Peanut-butter sandwiches Grape Juice 

Lemonade or Cocoa 



2 
Hot Waffles Hot Dogs (Frankfurters) 

Coffee 



If you can have a grate fire in room, get some frankfurters 
and roast them on sticks over the fire. 

Buns Doughnuts 

Coffee 

4 

Pies Apples 

Coffee or Cocoa 

17G 



HINTS FOR REFRESHMENTS 177 





Al 


Jutch Supper 


Sour-Kraut 




Frankfurters (boiled) 


Buns 




Pretzels 
Coffee 



6 
Make small paper boats; in these serve candy, sandwiches, etc. 

A BOY'S BASEBALL LUNCHEON 

If a mother wislies to gain the grateful appre- 
ciation of her boy and his friends^ let her arrange 
for a baseball party. Allow the boy to invite eight 
of liis churns^ as he himself will complete the re- 
quired nine. Serve luncheon early or very soon 
after the arrival of the team. Before entering the 
dining-room assign each boy a place on the team^ 
by presenting him with a papier-mache cap con- 
taining cand}^ and bearing, the words "pitcher/' 
*' catcher." and so forth^ across the front. The 
boys will find their appointed places at the table 
by matching the caps with tiny " fans " used in- 
stead of name-cards. Decorate the table to repre- 
sent a baseball field in miniature, with a game in 
progress and with small dolls dressed as the 
players. 

A menu-card with a pencil attached and the 
words ** Score-Card " at the top should be at each 
place. The menu consists of nine ** innings/' or 
courses, written as conundrums in the language of 
the baseball field. The reading of the menu and 



178 INDOOR GAMES 

the guessing what each inning consists of will break 
the formality and do much toward the success of 
the party. Each course is noted on the card before 
serving. 

MENU 

First Inning 
First Strike 

(Oysters on the half shell) 

Second Inning 
Where is the losing team? 

(Soup) 
Third Inning 
Caught on the fly 

(Fish served on toast cut diamond shape) 

Fourth Inning 
A sacrifice 

(Lamb-chops, baked potatoes or potato balls) 

Fifth Inning 
A "fowl" ball 

(Chicken croquettes, peas) 
Sixth Inning 
The umpire's name when we lose 

(Lobster-salad, peanut-wafers) 

Seventh Inning 
A fine diamond 

(Ice-cream in diamond shape) 

Eighth Inning 

Necessary for fast playing 

(Ginger-cookies, grape-juice) 

Ninth Inning 

Necessary for good playing 

(Pop-corn balls and lemon-sticks) 



HINTS FOR REFRESHMENTS 179 

At tlie end of the luncheon give the boy wlio 
scores the highest a package wrapped in the colors 
of the local or home team containing tickets for 
the game that afternoon. The boys will soon leave 
for the ball-ground^ thus making further entertain- 
ment unnecessary. — Agnes A. Gamm, 

OTHER MENUS 

1 

Cold Chicken Bread-and-Butter Sandwiches 

Cold Tongue sliced thin 

Lad^^ Fingers Fancy Cakes 

Vanilla Ice Cream 

Kisses Macaroons 

Fruits (Digestible) 

Cocoa or Lemonade 

2 

Cream of Celery Soup Croutons 

Chicken Sandwiches 

Plain Bread and Butter Salads J^'lly 

Chocolate with Whipped ('ream 

Ice Cream Angel Food 

Drop Cookies 

3 

Lettuce Sandwiches Chicken Salad 

Cheese Straws Salted Almonds 

Ice Cream 

Angel Cake Macaroons Fruit Punch 

4 

Cream of Celery Soup Salted Wafers 

Potato Balls in Cream Sauce 

I'isli Souffle 

Crab Apple Pickles Nut Sandwiches 

Cherry Ic(» Angel Food 

Cream Patties 



180 



INDOOR GAMES 
5 



Bouillon served in cups 
Boiled Chicken 
Currant Jelly 
Hard Boiled Eggs 

Spanish Cream 
Candies 



Fish baked in fish cases 
Canned Peas 

Mashed Potatoes 
Salad with Dressing 
Cake 
Coffee 



6 



Fruit Salad 

Boiled Salmon Caper Sauce 

Chicken Salad in Lettuce Nests 

Olives Wafers 

Pistachio Cream 

Fancy Cakes Coffee Bonbons 



Chicken Salad in Lettuce Cups 

Cheese Straws Orange Frappe 

Fruit Punch 



Olive Sandwiches 
Lady Fingers 



8 

Fried Chicken Hot Rolls 

Boston Baked Beans 
Cucumber Pickles Plum Preserves 

BrowTi Bread 
Cheese Doughnuts Banbury Tarts 



9 

Frozen Custard in Orange Cups 
Orange Jelly Whipped Cream 

Small Cakes Orange Icing 

Orangeade 



HINTS FOR REFRESHMENTS 181 

10 

Wafers Olives Pickles 

Potato Chips served on Lettuce Leaves 

Green Tea 

Lady "Fingers tied with ribbon 

Candies 



11 

Brown Croquettes Potato Balls 

Breadsticks 
Chicken Salad Yellow Mayonaise 

Chocolate Cake Yellow Cream Cheese Balls 

Coffee with Whipped Cream 

12 

Cold Meat with very thin slices 

Fish or Potato Salad Cheese Sandwiches 

Pancakes, size of a silver quarter 

Honey Cakes Coffee Chocolate 



General Bibliography 

The purpose of this bibliography is to give those who are 
interested in the social entertainment and development of 
young boys, a knowledge of the books that have been written 
upon the subject. The books marked (*) the author has 
personally examined and can recommend as containing val- 
uable suggestions for indoor games and social entertainments. 
The descriptive sentences may aid the reader in his selection. 
The numbers in brackets correspond to those at paragraph 
ends throughout the book, thus indicating the sources of the 
extracts. 

*ADAMS, J. H. Harper's Indoor Book for Boys. New 

York: Harper & Brothers, (1908.) $1.75. 

ALEXANDER, A. [27] New Games and Sports. London: 
George Phillips & Sons. $1.00. 

AMUSEMENTS FOR THE HOLIDAYS. London: Griffith 
& Farran, (1888.) pp. 343. 

BALLARD, C. R. Tangledom. Boston: De Wolfe &- Fishe, 

(1904.) $0.75. 

A volume of charades, enigmas, problems, riddles and 
transformations. 

*BANCROFT, JESSIE II. Rules for Games. New York: 
American Sports Pub. Co., (1903.) pp. 20. 

Ball games, bean bag, musical circle and singing games. 
For children up to eight years. 

*Games for Playground, Home, School and Gym- 
nasium. [30] New York: MacmUlan Co., (1909.) pp. 456. 
$1.50. 

One of tlie most comprehensive volumes of the kind in 
print. A very good book for all-round use. 
183 



184 INDOOR GAMES 

*BARSE, M. E. Games for all Occasions. Chicago: 
Brewer, Barse & Co., (1909.) $0.50. 

BARTLETT, G. B. New Games for Parlor and Lawn. 
New York: Harper & Brothers, (1882.). 

Parlor amusements for the young folks — with full 
directions. 

BATES, LOIS. Games without Music for Children. 
London: Longmans, Green & Co., (1897.) pp. 102. 

Games for the schoolroom, playground; also guessing 
rhymes. 

BEARD, L. AND A. B. How to Amuse Yourself and 
Others. New York: Charles Scribners Sons, (1901.) $2.00. 

BELL, MRS. H. Conversational Openings and Endings. 

New York: Charles Scrihners Sons. $1.00. 

BELLEW, CLARA. The Merry Circle. London: Hotien, 
(1871.) pp. 283. 

BELLEW, FRANK. Art of Amusing. New York: Carle- 
ton, (1875.) $1.00. 

Charades, tricks, puzzles, tableaux and private theatricals. 

BENSON, K. J. Book of Indoor Games. Philadelphia: 
Lippincott, (1904.) pp. 354. $1.50. 

BERKELEY. Games. London: George Bell & Sons, {1S90.) 
pp. 71. 

Reversi and go-bang. 

BOHN'S HANDBOOKS OF GAMES. New York: Macmil- 
lan. 2 vols., each $1.00. 

BOOK OF FIRESIDE GAMES. New York: Dick & Fitz- 
gerald. Boards, $0.50; paper, $0.30. 

BOOK OF GAMES FOR CHILDREN. New York: E. P. 
Dutton. $2.00. 

BOOK OF GOOD TIMES. New York: E. P. Dutton. $2.50. 



i 



GENERAL BIBLIOGRAPHY 185 

*BOOK OF RIDDLES AND 500 HOME AMUSEMENTS. 

New York: Dick & Fitzgerald. Boards, $0.50; paper, $0.30. 

BOYS' OWN BOOK OF INDOOR SPORTS. New York: 
Hurst (Sc Co. $0.25. 

BREWSTER, E. E. Parlor Varieties, Part 2. Boston: 
Lothrop, Lee & Shepard. Cloth, $0.50; paper, $0.30. 

BUGBEE, WILLIS N. Successful Entertainments. 
Boston: American Baptist Pub. Co. Cloth, $0.40; paper, 
$0.25. 

*CANFIELD, DOROTHY FRANCES. [10] What Shall 
We Do Now.? New York: F. A. Stokes Co., (1907.) $1.50. 
A book of five hundred suggestions for children's games 
and employments. 

CARRADINE, B. Church Entertainments. Syracuse, 
N. Y.: Wesley an Methodist Pub. Co. Cloth, $0.50; paper, 
$0.30. 

*CASSELL. Cassell's Book of Indoor Amusements, 
Card Games and Fireside Fun. New York: Cassell & Co. 
pp. 244. $0.75. 

Parlor games, toy games, mechanical and Arigh puzzles, 
parlor magic, card games and fireside fun. 

CHAD WICK, HENRY. [4] Sports and Pastimes of Amer- 
ican Boys. New York: George Routledge & Sons, (1884.). 

A guide and text-book of games of the play-ground, parlor 
and field. 

CHAMPLIN, JOHN DENISON, JR. Young Folks' 
Cyclopaedia of Games and Sports. New York: Holt & Co., 
(1890.) pp. 831. 

*CHESLEY, A. M. [28] Social Activities. Association 
Press, (1910.) pp. 304. $1.00. 

[20] Indoor and Outdoor Gym Games. New York: Amer- 
ican Sports Pub. Co., (1902.) pp. 80. $0.10. 

CHEMICAL WONDERS FOR HOME EXHIBITION. 

New York: U. J. Wchman. $0.10. 



186 INDOOR GAMES 

Complete Library of Entertainment. Chicago: 
Monarch Book Co. 

CHENEY, MRS. E. D. Social Games, boston: Lothrop, 
Lee & Shepard. $0.75. 

*CHURCH SOCIABLES AND ENTERTAINMENTS. 

Philadelphia: Curtis Pub. Co., (Ladies' Home Journal 
Library.) (1898.) $0.50. 

CLARKE, WILLIAM. The Boys' Own Book. London: 
Crosby, Lockwood, (1889.) pp. 726. 

CUTTER, MRS. S. J. Conundrums, Riddles and Games. 
New York: Paul Book Co., (1884.) Cloth, $0.40; paper 
$0.25. 

DALTON, HENRY. Evening Amusements. New York: 
Cassell iSc Co., (1883.) pp. 309. 

Book of drawing-room plays and evening amusements. 
A comprehensive manual of indoor recreation. 

*DEW, LOUISE E. [6] Entertainments for All Seasons. 
New York: S. H. Moore & Co., (1904.) Reprinted and 
enlarged in Entertainments for Every Occasion. New 
York: Hinds, Noble & Eldredge. $1.25. 

DICK, W. B. One Hundred Amusements for Evening 
Parties. New York: Dick & Fitzgerald. Cloth, $0.50; 
paper, $0.30. 

DODGE, M. E. A Few Friends and How They Amused 

Themselves. Philadelphia: Lippincott, (1869.). 

EASTMAN, C. W. One Hundred Entertainments for 

Parlor Use. Chicago: T. S. Denison. $0.25. 

EASY ENTERTAINMENT FOR YOUNG PEOPLE. 

Philadelphia: Penn Pub. Co. Cloth, $0.40; paper, $0.25. 

ELLIOTT, A. Within Doors. London: T. Nelson & Sons, 
(1872.). 

*ELLIS, G. H. One Hundred and Fifty Gymnastic 
Games, for All Ages. Boston: G. U. Ellis Co., (1902). 
pp. 157. $1.00, 



GENERAL BIBLIOGRAPHY 187 

*EIGHTY PLEASANT EVENINGS. Compiled by the 
Press Committee of Deems Memorial Immanuel Church. 
Boston: United Society of Christian Endeavor, (1898.) pp. 
117. $0.35. 

It takes up social or entertainment forms for eighty com- 
plete evenings. 

ENDLESS AMUSEMENT. Philadelphia: Garey, (1821.) 
pp. 216. 

Contains experiments in various branches of science. 

*ENTERTAINING. New York: Entertaining Magazine 
Pub. Co. $1.00 per year. 

A monthly publication taking up amusements planned 
for home, church, society and school. 

FINCK, HENRY T. Twenty Musical Evenings. New 
York: The Aeolian Co., (1910.) Free. 

Primarily intended for owners of pianolas, but it is also 
of interest to music-lovers of all kinds. 

*FOSTER. Complete Hoyle: An Encyclopaedia of 
Games. New York: F. A. Stokes, (1909.) pp. 625. $2.50. 

Including all the indoor games played at the present day, 
\\:ith suggestions for good play. 

FRIKELL, WILJALBA. The Sociable. New York: Dick 
iSc Fitzgerald, (1858.) pp. 375. 

One thousand and one home amusements. 
FROST, WILLIAM. [19] Evening Entertainments. 
GAMES. Philadelphia: H. C. Peck, (1860.) pp. 288. 

Book of parlor games comprising explanations of games of 
motion, attention, memory, mystification, gallantry and wit. 

GAMES AND SPORTS FOR BOYS. Chicago: G. W. Ogilvie, 
$0.25. 

GANTHONY, R. Bunkum Entertainments. New York: 
Charles Scribners Sons. $1.00. 



188 INDOOR GAMES 

GIBSON, H. W. [32] Camping for Boys. New York: Asso- 
ciation Press. $1.00. 

Largely devoted to outdoor life. One section on games 
for rainy days. 

GOMME, ALICE BERTHA AND E. H. GLOVER. "Dame 
Curtsey's" Book of Novel Entertainments for Every 
Day in the Year. Chicago: McClurg, (1809.) pp. 138. 
$0.50. 

GLOVER, E. H. "Dame Curtsey's" Book of Guessing 
Contests. Chicago: McClurg, (1908.) pp. 138. $0.50. 

*GAMES. London: D. Nutt, (1894-98.) 2 vols., 8^. 

The traditional games of England, Scotland and Ire- 
land, with tunes, singing rhymes and methods of playing. 

GREENAWAY, KATE. Book of Games. Philadelphia: 
Routledge Pub. Co. $1.00. 

Old-fashioned games of Puss in the Corner, Battledore 
and Shuttlecock, Queen Anne and her Maids, etc. Illus- 
trated in colors. 

*HALE, MRS. L. P. Fagots for the Fireside. Boston: 
Ticknor & Co., (1894.) pp. 274. $1.25. 

More than one hundred games for evenings at home and 
social parties. 

*HATCH, A. W. Money-Making Socials. South Byron, 
N. Y.: Hints Pub. Co., (1901.) pp. 44. $0.35. 

HEAD, J. H. Home Pastimes or Tableaux Vivants. 
Boston: J. E. Tilton & Co., (1864.). 

*HEATH, L. M., (and others). [31] Eighty Pleasant 
Evenings. Boston: United Society of Christian Endeavor. 
$0.35. 

A book of social entertainments intended for young 
people's societies and church workers. 

HOFFMAN. Dra wing-Room Amusements and Evening- 
party Entertainments. London: George Routledge & 
Sons. $1.25. 



GENERAL BIBLIOGRAPHY 189 

[1] Games for Everybody. New York: Dodge Pub. Co., 
(1905.) $0.50. 

♦HOLLISTER, HELEN E. [26] Parlor Games. Philadel- 
phia: Penn Pub. Co., (1905.) pp. 167. $0.50. 

A collection of all kinds of games for amusement, enter- 
tainment and instruction. 

HOLIDAY ENTERTAINMENTS. Chicago: Henneberry 
Co. Cloth, $0.50; paper, $0.25. 

HOLIDAY FROLICS. New York: E. P. Button. $0.50. 

HOME GAMES FOR OLD AND YOUNG. Boston: Lee & 
Shepard. Cloth, $0.50; paper, $0.30. 

HOW TO AMUSE AN EVENING PARTY. New York: 
Dick & Fitzgerald, (1869.) pp. 131. Cloth, $0.50; paper, 
$0.30. 

HOFMANN, MARY C. How to Entertain a Social 
Party. Chicago: G. N. Ogilvie. $0.25. 

HOUSEHOLD AMUSEMENTS AND ENJOYMENTS. 

London: S. 0. Beeton, (1866.). 

Riddles, etc. Burlesques, acting charades, children plays. 

HUMPHREYS, J. Laugh and Learn. Blackie & Son, 
(1906.) $0.50. 

HUNTER, G. L. Twenty-Five New and Unique Enter- 
tainments. Des Moines: Ladies' Aid Soc. Pub. Co. $1.00. 

HUTCHINSON, G. A. Boy^' Book of Indoor Games and 
Recreations. Philadelphia: Lippincott. $1.75. 

HUTTON, LAWRENCE. Games of Other Times and 
Other Seasons. New York: Harper & Brothers, (1895.) 
pp. 181. 

Foot-ball, tennis, etc. St. Valentine's day, April-Fool's 
day, Good Friday, May-Day, etc. 

INDOOR GAMES AND AMUSEMENTS. Pulaski City, 
Fa.; S. N. Hurst. $0.50. 



190 INDOOR GAMES 

JACQUES, MARY J. Pranks and Pastimes. 

Book of games, parlor performances and puzzles. 

*JOHNSON, G. E. [13] Education by Plays and Games. 
Pedagogical Seminary, Vol. 3, (1894-96) Oct. Worcester, 
Mass.: J. H. Orpha. $1.50. 

It presents concretely the educational value of play and 
suggests practical applications to the work of education in 
the grades above the kindergarten. A good selection of 
games. 

*JOHNSON, GEORGE ELLSWORTH. Education by 
Plays and Games. Boston: Ginn & Co., (1907.) pp. 234. 
$0.90. 

KELLER, H. Variety Entertainments. Chicago: Hen- 
neherry Co. Cloth, $0.50; paper, $0.25. 

*KINGSLAND, FLORENCE. Games. New York: Double- 
day. Page & Co., (1904.) $1.50. 

The book of indoor and outdoor games with suggestions 
for entertainments. 

KIRK, F. Old English Games and Physical Exercises. 
New York: Longmans, Green & Co., (1906.) $0.50. 

*LAUGHLIN, C. E. [21] The Complete Hostess. New 
York: Appleton, (1906). 

LAWFORD, L. [9] Every Girl's Book. pp. 392. 12°. 

Games, music, acting proverbs, enigmas, charades, conun- 
drums, forfeits. 

LEWIS, ANGELO JOHN. Every Boy's Book of Sport 
AND Pastime. London: George Routledge, (1897.) pp. 900. 

LINSCOTT, MRS. H. B. [7] One Hundred Bright Ideas 
FOR Social Entertainments. Cleveland: A. J. Watt, 
(1905.) $0.50. 

*LINSCOTT, MRS. HERBERT. Bright Ideas for En- 
tertaining. Philadelphia: George W. Jacobs & Co. 

Two hundred forms of amusement — excellent for 
sociables. 



GENERAL BIBLIOGRAPHY 191 

LUCAS, E. V. AND E. What Shall We Do Now? New York: 
• F. A. Stokes, (1904.) $2.15. 

A book of suggestions for children's games and employ- 
ments. 

McCABE, J. D. Games. (Nat. Encyl. of Bus. and Social 
Forms) 541-54. 

Home amusements, conundrums, fortune-telling games, 
forfeits, etc. 

MEEK, T. S. Young People's Library of Entertain- 
ment AND Amusements. Philadelphia: John C. Winston. 
$1.50. 

MERRIMAN, E. W. Socials. Chicago: C. H. Seigel dt Co. 

*MONEY-MAKING AND MERRYMAKING ENTER- 
TAINMENTS. Philadelphia: Penn Pub. Co. Cloth, 
$0.50; paper, $0.30. 

New and original material for church socials, etc. 

*MOTT, MRS. HAMILTON. [11] Home Games and 

Parties. New York: Doubledayy Page & Co., (1898.) 
pp. 188. Cloth, $1.00; paper, $0.50. 

Miscellaneous games and amusements, ring games and 
frolics, Hallowe'en romps and frolics, helps in arranging 
tableaux, light refreshments. 

MUSTAIN, N. M. Pleasant Hours of Amusement and 
Entertainment. Chicago: Reilly & Britton. $1.25. 

Indoor and Outdoor Amusements. Lyman A. Martin, 
(1902.). 

Nine books in one volume. Games and sports for home, 
church and school. 

NEWELL, WILLIAM WELLS. Games and Songs of 
American Children. Neio York: Harper and Brothers, 
(1903.) $1.25. 

Includes the favorite children's games set to music, — 
London bridge, etc. 



192 INDOOR GAMES 

NORTHROP, H. D. Games, Puzzles, Charades, Recita- 
tions AND Other Home Amusements. Philadelphia: 
National, (1903.) $1.00. 

Popular Pastimes for Amusement and Instruction. 
Philadelphia: National, (1901.) $1.50. 

NUGENT, MEREDITH. New Games and Amusements. 
New York: Douhleday, Page & Co., (1905.) $1.50. 

*ONE HUNDRED AND FIFTY GYMNASTIC GAMES. 

[5] Member of Boston Normal School of Gymnastics. 
Boston: George H. Ellis & Co., (1908.) pp. 160. $1.25. 

ORNE, MARTHA RUSSELL. Halloween, How to Cele- 
brate It. New York: Dick & Fitzgerald, pp. 42. $0.25. 

Short sketch of the origin of Halloween. Hints on 
fortune telling. Appropriate games and ceremonies for 
celebrating Halloween. Forms of invitation. 

PARLOR AMUSEMENTS FOR THE YOUNG FOLKS. 

Boston: Osgood & Co., (1875.) pp. 80. 

PARSONS, B. R. Plays and Games for Indoors and Out. 
New York: A. S. Barnes, (1909.) $1.50. 

PATTERSON, A. Shadow Entertainments. Chicago: 
Henneberry Co., (1901.) Cloth, $0.50; paper, $0.25. 

PIERCE, P. A. Parties and Entertainments. Chicago: 
Brewer, Barse & Co., (1907.) $0.60. 

PLANCHE, F. D. Evening Amusements. Philadelphia: 
H. T. Coates, (1886.) $0.75. 

POLLARD, JOSEPHINE. Plays and Games for Little 
Folks. 

Some ancient games of the last century with newer and 
more familiar ones; singing games a special feature; sports 
of all sorts both indoor and outdoor. 

POPULAR AMUSEMENTS FOR SCHOOL AND HOME. 

Boston: De Wolfe & Fiske Co. $0.30. 



GENERAL BIBLIOGRAPHY 19S 

*REISNER, C. F. Social Plans for Young People. 
Chicago: Western Methodist Book Concern, (1908.) $0.75. 

A book of two hundred fifty-four splendid practical plans 
for socials; how to attract young people to the church and 
to hold them there and how to build up every department. 

ROBINSON, N. Evenings at Home. New York: P. F. 
Collier & Son, (1891.) 

ROOK, E. C. AND L. J. Young Folk's Entertainments. 
Philadelphia: Penn Pub. Co. Cloth, $0.40; paper, $0.25. 

*SANDISON, G. H. Parlor Amusements and Social 
Etiquette. New York: The Christian Herald, (1895.) 
pp. 296. 

SCHELL, S. Gipsy Encampment. New York: E. S. Werner. 
$0.25. 

Hiawatha Entertainments. E. S. Werner. Cloth, 
$0.60; paper, $0.35. 

SCHELL, STANLEY. Halloween Festivities. New 
York: Werner & Co., (1903.) pp. 166. 

SHERWOOD, MRS. M. E. M. Home Amusements. New 
York: Appleton, (1881.). 

*Art of Entertaining. New York: Dodd, Mead & Co. 
(1892.). 

SHOEMAKER, C. C. Holiday Entertainments. Phil- 
adelphia: Penn Pub. Co. Cloth, $0.50; paper, $0.30. 

*SMILEY, MRS. A. E. Fifty Social Evenings. New 
York: Eaton & Mains, (1896.) $0.35. 

SMITH, H. Games. New York: Harper & Brothers, (1833.) 
pp. 355. 

Festivals, games and amusements, ancient and modern, 
with addition by S. Woodworth. 

SMITH, Mrs. C. L. Amusements for Young and Old. 
Springfield, Mass.: Milton Bradley (^ Co., (1867.) pp. 248. 
Popular pastimes for field and fireside. 



194 INDOOR GAMES 

[23] American Home Book of Indoor Games. Boston: 
Lee & Shepard, (1872.) pp. 380. $1.50. 

Amusements for boys and girls. Games for old and 
young. Musical games, amusements for Christmas, home 
and home arts. 

SOCIABLE, THE. New York: Dick & Fitzgerald, (1858.). 
One thousand one Amusements. Acting proverbs, dra- 
matic charades, acting charades, forfeits, etc. 

STANYON, ELLIS. Magic. Philadelphia: Penn Pub. Co., 
$0.50. 

Embraces full and detailed descriptions of all the well- 
known tricks with coins, handkerchiefs, hats, flowers and 
cards. 

SOCIAL EVENING ENTERTAINMENTS. New York: 
Butterick Pub. Co., (1895.). 

STOCKING, MRS. L. C. How to Entertain. Salt Lake 
City, Utah. Paper, $0.25. 

*STRUTTS. [22] Sports and Pastimes of the English 
People. New York, Charles Scribner's Sons. $1.25. 

*STUART, HARDY E. [2] The Game Book for Boys and 
Girls. New York: E. P. Dutton. 

A very interesting book, taking up indoor games, slate 
games, card games, tricks and puzzles, fireside fun, etc. 

SUDER, H. Song-Roundels and Games. Chicago: Educa- 
tional, (1904.) $0.75. 

THOMPSON, MAURICE. Boys' and Girls' Book of 
Sports. New York: Century Co. $2.00. 

An encyclopaedia of games. 

TOTTEN, C. A. S. Games. New York: Appleton, (1880.) 
2 vols. Strategos. 

A series of American games of war based upon military 
principles and designed for the assistance of beginners. 



i 
i 



GENERAL BIBLIOGRAPHY 195 

VALENTINE, MRS. L. J. [14] Games for Family Parties 
AND Children. London: F. Warne & Co., (1868.) pp. 
188. $0.50. 

WARNER, L. Parlor Games for Winter Evenings. 
New York: Amsterdam Book Co. $0.25. 

WHEMAN, F. One Hundred Fifty Parlor Tricks and 
Games. Neio York: J. H. Wehman, (1905.) $0.25. 

*WELLS, AMOS R. [24] Social Evenings. Boston: United 
Society of Christian Endeavor, (1894.) pp. 152. $0.35. 

A collection of pleasant entertainments for Christian 
Endeavor societies and the home circle. 

*[15] Social to Save. Boston: United Society of Chris- 
tian Endeavor, (1895.) $0.35. 

A book of suggestions for the social committees of Chris- 
tian Endeavor societies and for the home circle. 

*How TO Play. Boston: United Society of Christian En- 
deavor, pp. 162. $0.75. 

There are many practical chapters on such themes as 
how to keep games fresh, inventing games, and how to use 
them to the best advantage. Scores of indoor games are 
described concisely. 

What Shall We Do To-Night.? New York: Dick & 
Fitzgerald. $2.00. 

*WHITE, MARY. Book of One Hundred Games. New 
York: Charles Scrihners Sons, (1897.) pp. 171. $1.00. 

Taking up games requiring preparation. Impromptu 
games. Games for special occasions, old favorites for chil- 
dren, forfeits. 

WILSON, O. L. Parlor Varieties. Boston: Lofhrop, Lee 
& Shepard. Boards, $0.50; paper, $0.30. 

WOOD, JOHN G. The Modern Playmate. London: 
F. Warne & Co., (1870.) pp. 882. $1.50. 



196 INDOOR GAMES 

Other Valuable Publications 

[18] ASSOCIATION BOYS. (Feb. 1905.) 

FISHER, GEORGE J. The Social Spirit in the Y. M. 
C. A. New York: Association Press, (1906.) pp. 22. 
$0.10. 

[16] HOW TO HELP BOYS. (Oct. 1901.) 

[17] HOW TO HELP BOYS. (Oct. 1902.) 

JOY, BERNARD M. The Y. M. C. A. as a Recreative 
Centre. Graduation Thesis, Y. M. C. A. Training School, 
1903. 

ROBERTS, RICHMOND G. Social Work in the Y. M. 
C. A. Graduation Thesis, Y. M. C. A. Training School, 
Springfield, Mass., 1907. 

SEE, EDWIN F. The Social Element in the Work of 
the Y. M. C. a. New York: Association Press, (1902.) 
pp. 42. $0.15. 

WOOD, W. M., LEONARD, G. L., WARBURTON, G. A. 

Social Work. New York: Association Press, (1909.) pp. 
30. $0.10. 



i 



Index of Indoor Games 



1. Active Group Games 



Page 

Bag and Stick 1 

Blind Man's Wand 1 

Caterpillar 3 

Chase the Rabbit 3 

Cushion Dance 3 

Frog in the Middle 4 

Hit or Miss 4 

Hot Hand or Hot Cockles . . 5 

Huntsman 6 

Jacob and Rachel 7 



Page 

Japanese Tag 8 

Musical Chairs 8 

Sculptor 8 

Sportsman 9 

Stage Coach 9 

Still Pond 10 

Twirl the Trencher 11 

United States Mail 11 

Whip Tag 12 

Wolf and the Sheepfold ... 12 



2. Competitive Games 
(1) One Boy at a Time 



Apple Snapping . . 
Bean Grab .... 
Blowing the Candle 
Donkey's Tail . . 
Flower Petal Guess 



Lone Fisherman 
Snap the Cork , 

To Fit 

Tossing the Rings 
Walking Spanish 



16 
17 
17 
17 
18 



(2) Two Boys at a Time 



Bear Fight 

Blind Feeding the Blind . 
Blind Fold Boxing Match 

Candle Lighters 

Cock Fighting 

Contest with Stick . . . 
Cracker Contest .... 

Deer Stalking 

Dog Fight 



Foot Pushing Contest 
Handkerchief Tussle . 
Hand Wrestling . . . 
Leg Wrestle .... 
One Leg Tug of War 

Paper Duel 

Potato Joust .... 
Shoe and Coat Race . 
Sword Duel .... 



25 
25 
25 
26 
26 
27 
27 
28 
28 



(3) Entire Group Divided 



Bean Bag Contest , . 

Blow Race 

Circle Ball 

End to End Bean Bag 
Fan-Ball 



Feather Blowing Contest . 
Hands Up, or Jenkins Up 

Hot Air 

Horse-man 

Indoor Baseball for Parlor 



197 



33 
33 
35 
35 
35 



198 



INDEX 



Page 

Indoor Baseball 37 

Jenkin's Football 39 

Lawyer 40 

Leap Frog Race 40 

Location 40 

Marble Contest 41 

Nut Race 41 

Parlor Ball 42 

Parlor Football 42 

Passing Clothespins 42 

Peanut Relay Race 43 



Page 

Peg Placing Race 44 

Peg Race 45 

Pitch Basket 45 

Proverb Contest 46 

Red and Black 47 

Ring the Bell 48 

Rooster Fight 48 

Spoon Polo . . 49 

State Making 49 

Speed Contest 49 



3. Trick Games 



Clairvoyant 

Crossed Scissors ...... 

Conversation Game 

He Can do Little, who Can't 

do This 

It 

Magic Answers 



Magic Photography 
Magic Writing . . 
Mind Reading . . 

Mole 

Spoon Pictures . . 
This and That . . 



55 
55 
56 
57 
57 
58 



54 Thought Reading 



4. Joke Games 



Boots Without Shoes .... 
Down upon a Feather .... 

Farmyard 

Knights of the Sacred Whistle 
Forepaw's Menagerie .... 
Hot Hand for Two ..... 

Haystack 

Hypnotism 

Mesmerism . 



Pillow Climbing 64 

Presented at Court 65 

Strong Man 65 

Strength Test, with a Glass of 

Water . 67 

Threading a Needle .... 67 

Trick Matches 68 

WUd Animals 68 



5. Stunts 



Balancing 69 

Catch Penny 69 

Coin and Card Snap 69 

Hottentot Tackle 70 

Jumpin T Three Fingers ... 70 

Knuckles Down 70 

Keep your Position ..... 70 

Locomotive 71 

Long Reach 71 



Lifting the Stool .... 
Rising with Arms Crossed 
Skin the Snake ..... 

Strong Boy 

Throwing Things .... 
Tongue Twisters .... 

Triumph 

Yours, for the Picking . . 



72 
72 
73 
73 
74 
74 
75 
75 



6. Games with Pencil and Paper 



Adjectives . . . 
Animal Show . . 
Beheading Words 
Botanical Puzzle 



Box Game . . . 
Celebrities . . . 
Corn and Beans . 
Dates 



79 
80 
80 
81 



INDEX 



199 



Page 

Dictionary 81 

Disguised Capes 81 

Disguised Cities 81 

Disguised Authors 83 

Disguised Generals 83 

Disguised Vegetables .... 84 

Dish of Dates 85 

Famous Names 85 

Famous Numbers 86 

Feast of Fruit Pi 87 

Games of States 88 

History 88 

Historical Pictures 89 

Hidden Birds 89 

Hidden Gems 90 

Hidden Flowers 90 

Hidden Trees 91 

How Many 92 

Impromptu Newspaper ... 92 

Modeling 93 

Musical Medley 93 

Novels 94 



Page 

Object Guessing 94 

Parlor Fortune Telling .... 94 

Parting of the Ways 96 

Patchwork Illustrations ... 97 

Picture Making 98 

Progressive Puzzles 98 

Questions and Answers ... 98 

Ring Game 99 

Quotations 100 

Rhyming Game 100 

State Lines 101 

Seeing and Remembering . . 101 

Telegrams 101 

Tea Game 102 

Things Found on a Lincoln 

Penny 103 

Things in a Boy's Pocket ... 104 

Twisted Fish 104 

Twisted Flowers 104 

Tree Test Game 105 

Who is It? 105 



7. Alert Group Games 



Baseball Buzz 107 

Beast, Bird, or Fish 108 

Bird-Catcher 108 

Blowing the Feather 109 

Buzz 110 

Characters 110 

CoHn Maillard 110 

Comic Concert . Ill 

Counting the Words 112 

Five Minute Conversation . . 112 

Geographical Letters .... 112 

Hunt the Ring 112 

John Brown's Body 113 

Laugh a Little 113 



New Blind Man's Buff . . . 

Not I, Sir 

Poetical Butterfly 

Poor Pussy 

Russian Gossip 

Simon Says 

Simple Simon's Silly Smile 

Sneeze 

Spoon Fun 

Spelling Bee 

Sea and Her Boys . . , , . 
Trades of New York . . . 
Who is He? 



114 
114 
115 
115 
116 
116 
116 
117 
117 
117 
118 
118 
119 



Index of Charades 



Bandage 120 

Phantom 121 

Rainbow 122 

Parent 123 

Feline 123 



All is not Gold 124 

Fine Feathers 125 

Words that are Good for 

Charades 126 



200 



INDEX 



Index of Socials 



Page 

Aeroplane Social 128 

Agricultural Social 130 

Animal Social 130 

Apple Social 131 

Army and Navy Social ... 132 

Athletic Meet Social 132 

Audubon or Bird Social ... 133 

Automobile Social 133 

Baseball Social 134 

Camp Experience Social . . . 135 

Chestnut Roast Social .... 136 

College Social 136 

Coin Social 138 

Congressional Social 138 

Cow-boy Social 139 

Electrical Social 139 

Fishing Social 140 

Flower Social 141 

Football Social ....... 141 

"Get There" Social 142 

Hobby Social 143 

Hours with Authors 143 

Huntsman Social 145 

Indian Social ........ 145 

International Social 146 

Law Social 148 

Magazine Social ....... 150 

Manufacturing Social .... 152 



Page 

Mining Social 152 

Municipal Social 152 

Musical Social 153 

National Conundrum Social . 154 

Nature Social 160 

Palm Social 160 

Parlor Field Meet 161 

Post card Social 163 

Photography Social 164 

Presidential Social 164 

Ping-Pong Social 165 

Pohtical Social 165 

Poster Social 166 

Progressive Games 166 

Pop Corn Social 167 

Railway Social 167 

Sense Testing Social 168 

Shadow Social 168 

Silhouette Social 169 

Stamp Social 169 

States Social 170 

Soap Bubble Social 171 

Taffy Pull 171 

Talking Machine 172 

Trap Social 173 

Trick Social 173 

Water Social 174 

Weather Bureau Social ... 174 



Refreshments 17,6 

General Menus 176, 179, 180, 181 

Boy's Baseball Luncheon 177 



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